A horror mod for Minecraft 1.21.1 on Fabric. One entity, 18 events, and a lot of sound.
It doesn't wander around like a normal mob and forget about you. It picks a player, works out how to get to them, and then does it: through your walls if it has to, over your tower, into the mine you're hiding in. Most of the time you hear it long before you see it.
This is the part that matters, so here's what's going on under it.
It doesn't know where you are. It remembers the last place it saw or heard you, and walks there. It only updates that when it gets new information: line of sight, you sprinting, you splashing through water, you taking damage, you breaking a block. If you stand still and shut up, it goes to where you were and searches around, which is a very unpleasant thing to watch from a hole in the ground.
When something is in the way, it doesn't give up and path around forever. It picks the block in front of it and mines through, one at a time, with the cracks showing and the sound carrying through the stone. Bridging gaps and pillaring up works the same way. Wall yourself in and you've just given it a job to do.
If you go up, it climbs. Pillar up in the open and it comes up your pillar rather than building its own, and it climbs slower the closer it gets to you, which is worse. If there's genuinely nothing to climb, then it builds.
It's 5.7 blocks tall, so it can't fit in your basement standing up. It goes down on all fours instead, and the tunnels it digs are only 2 blocks high, so the thing coming down the corridor at you is far too big for the hole it's coming through.
In water it swims properly, under the surface rather than bobbing on top of it, and it's faster than a boat. Rowing away doesn't work as well as you'd hope.
Its chase speed is rolled fresh every encounter, with a catch-up if you get too far ahead, so you can't learn one pattern and rely on it forever.
There is one thing that buys you time. Look it straight in the eye from a distance and it'll sometimes back off and go hide for a bit before it comes back. There's a cooldown on it, so don't plan around it.
And when its next hit would actually kill you, it stops and takes a moment first.
I get why people are careful with mods that break blocks, so:
mobGriefing gamerule. Turn that off and it stops touching blocks entirely.Hunts:
Presence:
Doubt:
Two of these never fire back to back. After any event there's a gap before anything else is allowed to happen to you, because a horror mod that goes off constantly stops being one after about an hour.
One JSON file with 530 keys, reload it in game with /hollow reload. Every event has an on/off switch, and past that you can change spawn distances, chase speeds, how long it takes to break a block, how far it can see and hear, how often events happen, jumpscare timings, every volume, and the list of blocks it's allowed to touch.
There's also a command for every event (/hollow grab, /hollow nightmare, and so on) so you can fire them on demand instead of waiting days for one, plus /hollow anim <name> to play any single animation if you're tuning things.
Jumpscares, loud sudden audio, and long stretches of being followed by something you can hear and can't see. If you've got a heart condition, give this one a miss.
Play with headphones. Most of this mod is sound, and without them you're missing about half of it.