20 × 10
Easy: 2.5 × 1.25
In Java Edition:
See § Spawning
|Items usable on|
- 1 Spawning
- 2 Variants
- 3 Drops
- 4 Behavior
- 5 Sounds
- 6 Data values
- 7 Achievements
- 8 Advancements
- 9 Video
- 10 History
- 11 Issues
- 12 Gallery
- 13 Trivia
- 14 References
If any type of zombie kills a villager, there is a chance for the villager to transform into a zombie villager. If the villager has previously been traded with, this zombie villager does not despawn when the player moves far away from it.
A cleric zombie villager appears alongside a cleric villager in every igloo basement (a normal zombie villager in Bedrock Edition only and a cleric zombie villager in Java Edition only). One of them transforms into leatherworker, due to the workstation (a cauldron). They also generate as part of abandoned villages. Zombie villagers generated in both of these structures do not despawn naturally.
Baby zombie villagers make up 5% of zombie villager spawns. They have big heads, unlike normal baby villagers. They behave similar to regular zombie villager, with the following oddities:
- They are 30% faster than the normal zombies, yet they have the same health as normal zombies. This makes the baby zombie villagers more dangerous than their bigger counterparts.
- The noises they make are higher-pitched than adult zombie villager sound effects.
- They can sometimes ride chickens. They can also ride[Bedrock Edition only]:
- Adult chickens
- Zombie horses (unused jockey variant)
- Skeleton Horses
- Adult zombies
- Adult zombie villagers
- Adult husks
- Adult zombified piglins
- Stray cats
- Cave spiders
- It moves at the baby zombie villager's speed, instead of the mob's speed.
- If riding a neutral mob, it becomes hostile, but does not anger any mobs nearby that are the same mob as they are.
- If a baby zombie is riding a mob that is also rideable by a player, that mob becomes non-rideable by a player.
- A baby zombie has a 15% chance to become a jockey when try attacking villagers, players or golems.
- Baby zombie villagers turn into baby villagers, if cured. In in Java Edition, their heads turn back to small baby villager heads.
- Worn armor shrinks to fit their body size.
- They are able to fit through 1×1 block gaps.
- They drop 12 experience when killed by the player instead of 5.
- Unlike most other baby mobs in the game, they stay as babies indefinitely and never grow into "adult" zombie villagers.
- They have a decreased 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 low at 0.25% (or 1 in 400 chance) of all newly spawned zombies.
Armed zombie villagers
Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers automatically pick up and hold any item that they come across (except jack o'lanterns[Java Edition only], mob heads and pumpkins, as these are worn on their heads), and use any armor, weapons, or tools picked up. If they encounter another similar item, they 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, zombie villagers 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.
Armor worn by zombie villagers is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombie villagers can wear away and break if the zombie villager is exposed to daylight, or has an anvil or other falling block dropped on its head. Zombie villagers also have a natural armor rating of 2 (), which gives 1.6 - 8% damage reduction from most sources.
Some zombie villagers that are capable of picking up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. If a zombie villager spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material).
|Can Pick Up Loot||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 Enchantment[note 2]||0%||0%-25%[note 1]||3.125%-25%[note 1]|
If a zombie does spawn with armor, the chances of specific armor are as follows:
|Armor||Easy & Normal||Hard|
|Helmet & Chestplate||75%||90%|
|Helmet & Chestplate & Leggings||56.25%||81%|
The chances of it being of a particular material are:
In Java Edition, a zombie villager retains its biome and profession after conversion from a villager. They also retain their trades. Below is a table of the variant and what workstation it required before zombification. The zombie villager cannot work at a job site block. In Bedrock Edition, zombie villagers do not display their professions, but they still have the same profession after curing as before zombification. They use the texture of an unemployed villager from their corresponding biome.
Below is a table listing the various professions, along with the specific job site block that each profession requires:
Job Site Block
- In Bedrock Edition, all naturally spawned zombie villagers use the unemployed textures.
They can also drop an iron ingot, carrot, or potato 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:
- 1⁄120 (about 0.83%)
- 7⁄600 (about 1.17%) with Looting I
- 9⁄600 (1.50%) with Looting II
- 11⁄600 (about 1.83%) with Looting III
Any picked-up equipment has a 100% chance of dropping on death or when cured and drops with the same damage level it had when picked up.
- Carved Pumpkin [note 1]
- Jack o'Lantern[Java Edition only][note 1]
- Iron Shovel
- Iron Sword
- Random Armor
- Zombie villagers have an 8.5% chance of dropping their naturally-spawned equipment, and drop it with a random durability. Each level of Looting increases the chance 1 percentage point (11.5% with Looting III).
Adult zombie villagers drop 5 and an additional 1–3 per naturally-spawned equipment. Baby zombie villagers drop 12 experience.
If a zombie villager wearing a carved pumpkin or jack o'lantern[Java Edition only] is killed using a weapon that is 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.
Zombie villagers behave as ordinary zombies, except that they do not convert to drowned when submerged.
In Java Edition, zombie villagers that were converted from villagers retain their professions and clothes, which gain a tattered appearance. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession that is not retained upon being cured; instead, they become unemployed and may gain a new profession if a job site block is nearby. Zombie villagers can also spawn with the unemployed or Nitwit outfits. In Bedrock Edition, all zombie villagers have the same appearance, which looks like an unemployed zombie villager. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession that is retained upon being cured. However, the profession is not locked and the cured villager may gain a new profession if in a village with an available job site block. Zombie villagers can be unemployed, but they cannot be Nitwits (zombified nitwit villagers become unemployed zombie villagers). Baby zombie villagers are always unemployed.
- A splash potion of Weakness thrown by the player, a dispenser, or a witch.
- An area effect cloud of Weakness from a lingering potion.
- An area effect cloud of Weakness from a creeper explosion.[Java Edition only]
- A tipped arrow.
- A command (
/effect @e[type=zombie_villager] weakness)
If successful, a loud sizzling sound is heard and the zombie villager begins to shudder. The curing process takes 3–5 minutes, during which time the zombie villager behaves like a normal zombie. The zombie villager gains Strength I in Easy difficulty, II in Normal, or III in Hard while converting.
Conversion time is initially determined by picking a random integer between 3600 and 6000, representing the number of ticks. On every tick, the conversion time decreases by 1, and there is a 1% chance for the game to look for up to 14 iron bars and beds within a 9×9×9 cube centered on the villager; each one found has a 30% chance to decrease the conversion time by 1 more for that tick. The top and bottom halves of a bed are counted separately. Therefore, having at least 14 half-beds and/or iron bars within range of a zombie villager speeds up conversion by an average of 4.2%.
When the conversion time reaches 0, the zombie villager transforms into a villager. In Java Edition, if the villager is not locked to a profession (i.e by trading with it once), the villager is unemployed unless it was a nitwit, in which case it remains a nitwit; if it was locked to a profession, it keeps both that profession and trades. However, in Bedrock Edition, the villager keeps whatever profession it had while it was a zombie but its profession can be changed after curing if it wasn't locked.
If the zombie villager is wearing any armor or wielding tools or weapons, those items disappear when the villager is cured and are not dropped on the ground. However, any items they picked up are dropped.
The newly-cured villager, if it had a profession prior to being zombified, offers a large discount on trades to the player who administered the cure. The discount from curing a zombie villager persists permanently. If a villager is cured more than once, its discounts increase until the price reaches the minimum of one emerald. Villagers around the cured villager are also affected. In Bedrock Edition, villagers in a range of 16 blocks in a cube surrounding the cured villager also offer a small discount proportional to the number of cured villagers (up to 10). In Java Edition, curing a villager spreads
major_positive gossip through the villager gossip system. Conversion does not change a nitwit into a normal villager. Randomly generated zombie villagers have a chance to also become nitwits when cured, meaning that they cannot offer discounted trades.
Zombie villagers that are in the process of converting do not despawn if the player moves far away from them.
A zombie villager cannot be cured by switching from Easy, Normal, or Hard difficulty to Peaceful; they simply despawn like all other monsters.
|Sound||Subtitles||Source||Description||Namespaced ID||Translation key||Volume||Pitch||Attenuation|
|Zombie Villager groans||?||?||?||?||16|
|Zombie Villager vociferates||?||?||?||?||16|
|Zombie Villager snuffles||?||?||?||?||16|
|Zombie Villager dies||?||?||?||?||16|
|Zombie Villager hurts||?||?||?||?||16|
|Name||Namespaced ID||Translation key|
|Name||Namespaced ID||Numeric ID||Translation key|
|Zombie Villager (old)|
|Zombie Villager (new)|
Zombie villagers have entity data associated with them that contains various properties.
- Entity data
- Tags common to all entities
- Tags common to all mobs
- Tags common to all villagers
- Tags common to all zombies
- ConversionTime: -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect parallels this.
- ConversionPlayer: The UUID of the player who started curing the zombie, stored as four ints.
|Icon||Achievement||In-game description||Actual requirements (if different)||Gamerscore earned||Trophy type (PS)|
|Monster Hunter||Attack and kill a monster.||Kill a hostile mob or one of the following neutral mobs: an enderman, a piglin, a zombified piglin, a spider, or a cave spider.||15G||Bronze|
|Zombie Doctor||Cure a zombie villager.||Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand)||40G||Gold|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Namespaced ID|
|Zombie Doctor||Weaken and then cure a Zombie Villager||We Need to Go Deeper||Throw a splash potion of Weakness at a zombie villager, feed it a golden apple, and wait for it to be cured.|
Note: In multiplayer, only the player that feeds the golden apple gets the advancement.
|Adventure||Adventure, exploration, and combat||—||Kill any entity, or be killed by any entity.|
|Monster Hunter||Kill any hostile monster||Adventure||Kill one of these 34 mobs:
|Monsters Hunted||Kill one of every hostile monster||Monster Hunter||Kill each of these 34 mobs:
- Note: Zombie villagers have new textures and sounds as of Village and Pillage.
|1.4.2||12w32a||Added zombie villagers.|
|Added baby zombie villagers.|
|5% of zombies spawned are zombie villagers, and villagers now become infected when killed by a zombie. Infecting a baby villager creates a baby zombie villager, which is faster than a normal zombie and does not age.|
|Zombie villagers under the effects of a potion of weakness can be cured by using a golden apple on them.|
|12w34a||Zombie villagers now have two new rare drops – carrots and potatoes.|
|12w34b||Zombie villagers can now pick up and equip dropped items.|
|If killed, zombie villagers now drop the item they are holding.|
|Zombie villagers can now survive in sunlight, if they are wearing a helmet or a pumpkin.|
|12w37a||On Halloween, zombie villagers can now spawn wearing pumpkins or jack o'lanterns.|
|1.5||13w03a||Zombie villagers are now able to set the player on fire, if they are on fire and they attack the player.|
|Zombie villagers 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 villager.|
|Zombie villagers now cause more damage when their health is lower.|
|1.6.1||13w17a||When damaged, zombie villagers now have a low chance to spawn more zombies.|
|13w21a||Zombie villager damage increasing with decreasing health has been removed.|
|13w23b||Zombie villager AI and mechanics have been changed – this has now made them much more horde-like.|
|Zombie villagers are now able to detect the player up to 40 blocks.|
|1.6.2||pre||Baby zombie villagers now spawn among regular ones.|
|Baby zombie villagers now have the same percentage of spawning as zombie villagers.|
|1.7.2||13w36a||Baby zombie villagers now drop loot and experience.|
|1.7.4||13w49a||Added zombie villager chicken jockeys – a rare version of the baby zombie villager.|
|1.8||14w11a||Zombie villagers now run away from creepers that are about to explode.|
|14w30a||Zombie villagers now drop a zombie head when killed by a charged creeper.|
|1.8.1||pre1||Zombie villagers no longer run away from creepers that are about to explode.|
|1.9||15w32a||The detection range of zombie villagers is now halved when the player is wearing a zombie mob head.|
|15w33c||The zombie villager's detection range for players wearing the zombie head has been adjusted, now 37.5% of the normal range.|
|15w34a||Zombie villagers now have an attack animation similar to the one they had in Survival Test, even without weapons.|
|15w35a||Zombie villagers now retain their professions and clothes, which have a tattered appearance. Before this version, the zombie villager's body texture shared the same texture as the regular zombie's body and Steve.|
|Baby zombie villagers now retain their professions and clothes, which have a tattered appearance.|
|A new |
|15w36a||The zombie villager's detection range for players wearing the zombie head is now again 50% of the normal range.|
|15w43a||A zombie villager priest can now be found caged in an igloo basement.|
|1.10||16w20a||"Generic" green-robed zombie villager has been removed, due to the new |
|Zombie villagers now spawn in abandoned villages.|
|pre1||The chance of a zombie villager setting the target on fire when burning, and the duration of the effect, now depends on raw regional difficulty.|
|Zombie villagers that spawn as part of abandoned villages no longer despawn.|
|1.11||16w32a||Added a zombie villager spawn egg.|
|The entity ID |
|Setting the |
|The zombie villager's in-game name has been changed to "Zombie Villager" instead of "Zombie".|
|Zombie villagers no longer drop zombie heads when killed by a charged creeper.|
|Zombie villagers no longer spawn from zombie spawners.|
|16w32b||Generic zombie villagers have been re-added, along with their normal villager counterpart.|
|16w39a||Zombie villagers now have their own sounds.|
|1.13||18w07a||Zombie villagers now intentionally stomp on turtle eggs and attack turtles.|
|18w10d||Baby zombie villagers now burn in the sun.|
|1.14||18w50a||Zombie villagers now have new skins, corresponding to biome and profession.
|Cured zombie villagers now retain their trades.|
|1.15||19w41a||Zombie villagers that were converted from villagers are supposed to no longer despawn. However, they still do.|
|1.16||20w06a||Zombie villagers that were converted from villagers no longer despawn.|
|1.17||21w11a||The overlay texture of the zombie librarian now have been changed.|
|21w13a||Legacy zombie villager texture have been removed.|
|Zombie villagers drop baked potatoes instead of normal potatoes if on fire when killed or killed by a fire source.|
|1.17.1||Pre-release 1||Zombie villagers no longer pick up glow ink sacs.|
|Pocket Edition Alpha|
|v0.12.1||build 1||Added zombie villagers.|
|Added baby zombie villagers.|
|Zombie villagers retain their professions and clothes, which have a tattered appearance.|
|v0.14.0||build 1||Baby zombie villagers now have a 15% chance of becoming be 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.|
|v0.15.0||build 1||Baby zombie villagers can now mount adult husks and horse variants.|
|1.1.0||alpha 22.214.171.124||Zombie villagers now have their own sounds.|
|?||Baby zombie villagers can no longer mount adult zombie pigmen.|
|1.4.0||beta 126.96.36.199||Baby zombie villagers now burn in daylight.|
|1.5.0||beta 188.8.131.52||Zombie villagers now sink underwater.|
|beta 184.108.40.206||Zombie villagers now attack baby turtles and stomp on turtle eggs.|
|1.8.0||beta 220.127.116.11||Baby zombie villagers can now mount pandas and stray cats.|
|1.10.0||beta 18.104.22.168||Zombie villagers are now split into 2 different mobs, new zombie villagers now have new skins, coresponding to biome and profession.
|Added nitwit, mason, and unemployed zombie villager professions.|
|Zombie villagers now attack wandering traders.|
|Cured zombie villagers can now retain their trades.|
|1.12.0||beta 22.214.171.124||The new zombie villagers now have sounds.|
|1.13.0||beta 126.96.36.199||The old zombie villagers no longer spawn naturally. However, they still exist.|
|1.16.0||beta 188.8.131.52||Zombie villagers now have ability to pick up items.|
|Legacy Console Edition|
|TU14||CU1||1.04||Patch 1||1.0.1||Added zombie villagers.|
|Added baby zombie villagers.|
|Baby zombie villagers can be obtained only by having a zombie kill a baby villager, as a zombie spawn egg does not spawn them, due to baby zombies not being in game.|
|TU15||1.05||The rare loot of zombie villagers' drops have been changed to be carrots, potatoes or iron ingots.|
|TU19||CU7||1.12||Zombie villagers can now pick up items and occasionally spawn with armor and/or weapons.|
|Baby zombie villagers can now be spawned with a zombie spawn egg.|
|TU31||CU19||1.22||Patch 3||Baby zombie villagers now drop experience.|
|Zombie villagers now drop a zombie head when killed by a charged creeper.|
|TU43||CU33||1.36||Patch 13||Zombie villagers now retain their professions and clothes, which have a tattered appearance. Before this version, the zombie villager's body texture shared the same texture as the regular zombie's body.|
|TU54||CU45||1.56||Patch 24||1.0.4||Zombie Villagers no longer spawn from zombie spawn eggs or spawners, since they now have their own spawn egg.|
|TU60||CU51||1.64||Patch 30||1.0.11||Baby zombie villagers 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 38||Zombie villagers now have their own sounds.|
|1.91||Zombie villagers now have new skins, corresponding to biome and profession.
Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes.
|New Nintendo 3DS Edition|
|0.1.0||Added zombie villagers.|
|Added baby zombie villagers.|
The zombie villager textures added in 15w35a.
A zombie villager in a full set of golden armor.
A baby zombie villager wearing full diamond armor.
A zombie villager can be seen outside wearing an enchanted diamond helmet.
A zombie villager wearing a carved pumpkin.
A zombie villager wearing a jack o'lantern.
A baby zombie villager wearing a carved pumpkin.
A baby zombie villager wearing a jack o'lantern.
In other media
- Zombie villagers never spawn with equipment in Bedrock Edition due to having rendering issues with armor on them.
- Zombie villagers have a glitched design when using the programmer art Resource Pack [Java Edition only]
- In Bedrock Edition, when a zombie villager holds a trident, then the hand that holds the trident lowers.
- Zombie villagers from killed villagers can spawn with equipment.
- The achievement [Bedrock Edition only] Zombie Doctor uses the old zombie villager texture.