| Health points | 20HP × 10 40HP × 20 to 100HP × 50 (leaders)[JE only] |
|---|---|
| Armor points | 2 () |
| Behavior | Neutral |
| Mob type | |
| Attack strength |
Melee: Easy: 2.5HP × 1.25 Normal: 3HP Hard: 4.5HP × 2.25
Ranged:
|
| Hitbox size | Adult In Java Edition: Height: 1.95 blocks Width: 0.6 blocks Adult In Bedrock Edition: |
| Speed | 0.23 0.345 (gurgle in Java Edition) 0.35 (gurgle in Bedrock Edition) |
| Knockback resistance |
0%–5% |
| Spawn | When a zombie is submerged in water. When another drowned spawns a reinforcement.[JE only] |
Drowned are neutral, aquatic zombie variants that spawn in many places with water or when zombies are submerged underwater for too long. They primarily attack through melee attacks, but may also spawn armed with tridents that they can throw at range. A baby drowned is referred to as a gurgle.[1]
Spawning
Natural generation
Drowned spawn naturally at water blocks that emit light level of 0 and internal sky light level being 7 and below in all ocean biomes, aquifers in the dripstone caves biome, and river biomes. They spawn at higher rates in rivers and dripstone caves than in ocean biomes.
In Java Edition, drowned spawn individually inside flowing water or source water that is 2 blocks or taller (this can include waterlogged blocks or bubble columns). In ocean biomes and dripstone caves, drowned spawn at Y < 58; this restriction does not apply to rivers meaning they can also spawn during the day in that biome as long as it is deep enough for the sky light level to reach 7 and below.
In Bedrock Edition, drowned spawn in groups of 2-4 in oceans, frozen rivers, dripstone caves and ice caves[upcoming: Fourth Drop 2026] while they spawn individually in rivers inside flowing water or source water of any depth, but they spawn at higher rates in water that is 2 blocks or taller. They spawn only on the surface that is on the highest spawnable block at any given X, Z coordinate. They count toward the monster population control cap and also have their own density caps of 5 in oceans and 2 in rivers. They can spawn during the day as long as the water is deep enough for the sky light level to reach 7 and below.
Drowned have a chance to spawn with either a trident or a fishing rod in their main hand, and occasionally with a nautilus shell in their offhand. Alongside the frostbite[upcoming: Fourth Drop 2026], they are one of the only Overworld zombie variants that cannot naturally spawn with any armor.
In Java Edition, when spawned as a gurgle they also have a small chance to spawn riding a chicken, creating a drowned chicken jockey.
| Category: Monster | Java Edition | Bedrock Edition | |||
|---|---|---|---|---|---|
| Spawn area | Spawn weight | Spawn chance | Group size | Spawn weight | Group size |
| 100⁄615 | 16.26% | 1 | 100 | 1 | |
| 95⁄610 | 15.57% | 4 | 100 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 100 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 100 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 100 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 100 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 100 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 100 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 100 | 2–4 | |
| 5⁄545 | 0.92% | 1 | 100 | 2–4 | |
| 5⁄545 | 0.92% | 1 | 100 | 2–4 | |
| 1⁄541 | 0.18% | 1 | 5 | 2–4 | |
| — | — | — | 100 | 2–4 | |
Ocean ruins
Drowned spawn during the generation of certain ocean ruin structures. These drowned do not naturally despawn unless the world is set to Peaceful difficulty.
When spawning mounted on a zombie nautilus, the zombie nautilus is also persistent (does not despawn).
Conversion

If a zombie's head (not the legs) is submerged in water continuously for 30 seconds, it begins the process of converting into a drowned. The zombie begins shaking, similar to the effect seen while a zombie villager is being cured or a skeleton is converting into a stray. At this point, the process cannot be stopped, and 15 seconds later the zombie becomes a drowned. The drowned appears with full health even if the previous zombie did not.
Only normal zombies can transform into drowned, while zombie villagers and zombified piglins cannot. For husks and frostbites[upcoming: Fourth Drop 2026], they first transform into a regular zombie, and subsequently convert to a drowned in the usual fashion. A drowned that stands in powdered snow for 30 seconds will convert into a zombie, and eventually a frostbite. The zombie that is converted from these mobs always has full health even if converted from a damaged husk or frostbite.
Zombie nautilus jockeys
When an adult drowned spawns outside of rivers and frozen rivers, either naturally or as part of a structure, and is wielding a trident in its main hand, it has a 50% chance to spawn riding a zombie nautilus, i.e. as a zombie nautilus jockey.
Reinforcements
On Hard difficulty, all drowned have a 0-10% chance to spawn other drowned as reinforcements when receiving damage while targeting an entity. Additionally, up to 5% of drowned spawn as leaders, getting a 50-75% boost to that chance. Reinforcements can only spawn in at least 2 block deep water, and it does not matter whether the water is source blocks or flowing.
Variants
Gurgles
Baby drowned, known as "gurgles", make up 5% of drowned spawns. They behave similarly to regular drowned, with the following differences:
- They are much faster than normal drowned, yet they have the same health.
- The noises they make are higher-pitched than adult drowned sound effects.
- 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, they remain babies indefinitely and never become adult drowned, therefore golden dandelions do not work.
- They have a decreased hitbox size.
Jockeys
In Java Edition, most gurgles (except ones spawned from a baby zombie converting when submerged in water) have a chance to spawn as a chicken jockey. In a chicken-free environment, each baby has a 4.75% chance of spawning as a chicken jockey, for a total 0.2375% chance for each spawned drowned to spawn as a chicken jockey; if chickens are present, the chance increases to 0.4875%.
In Bedrock Edition, 15% of naturally spawned gurgles can mount a mob and become a jockey after they spawn. A jockey mob ridden by a gurgle adapts to the speed of its rider. A gurgle can ride:
Adult chickens
Cows
Unsaddled adult pigs
Sheep
Mooshrooms
Untrusting adult ocelots
Untamed cats
Untamed wolves
Untamed adult horses
Untamed adult donkeys
Untamed adult mules
Adult skeleton horses
Untamed adult zombie horses
Untamed zombie nautiluses
Pandas
Adult zombies
Adult husks
Adult frostbites
Adult zombie villagers
Adult zombified piglins
Spiders that were not spawned as a jockey mount
Cave spiders that were not spawned as a jockey mount
Drops
On death
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0–2 | 66.67% | 1.00 | 0–3 | 83.33% | 1.50 | 0–4 | 91.67% | 2.00 | 0–5 | 94.44% | 2.50 | |
| Copper Ingot[A] | 0–1 | 11.00% | 0.11 | 0–1 | 13.00% | 0.13 | 0–1 | 15.00% | 0.15 | 0–1 | 17.00% | 0.17 | |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0–2 | 2⁄3 | 1 | 0–3 | 5⁄6 | 3⁄2 | 0–4 | 11⁄12 | 2 | 0–5 | 17⁄18 | 5⁄2 | |
| Copper Ingot[A] | 0–1 | 11⁄100 | 11⁄100 | 0–1 | 13⁄100 | 13⁄100 | 0–1 | 3⁄20 | 3⁄20 | 0–1 | 17⁄100 | 17⁄100 | |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| Rotten Flesh | 0 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) | |
| 1 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 5⁄18 (27.78%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 5⁄18 (27.78%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 3⁄2 (1.50) | 2 (2.00) | 5⁄2 (2.50) | ||
| Copper Ingot[A] | 0 | 89⁄100 (89.00%) | 87⁄100 (87.00%) | 17⁄20 (85.00%) | 83⁄100 (83.00%) | |
| 1 | 11⁄100 (11.00%) | 13⁄100 (13.00%) | 3⁄20 (15.00%) | 17⁄100 (17.00%) | ||
| Average | 11⁄100 (0.11) | 13⁄100 (0.13) | 3⁄20 (0.15) | 17⁄100 (0.17) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| Rotten Flesh | 1.00 | 1.50 | 2.00 | 2.50 | |
| Copper Ingot[A] | 0.11 | 0.13 | 0.15 | 0.17 | |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0–2 | 66.67% | 1.00 | 0–3 | 66.67% | 1.33 | 0–4 | 66.67% | 1.67 | 0–5 | 66.67% | 2.00 | |
| Copper Ingot[A] | 0–1 | 11.00% | 0.11 | 0–1 | 13.00% | 0.13 | 0–1 | 15.00% | 0.15 | 0–1 | 17.00% | 0.17 | |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0–2 | 2⁄3 | 1 | 0–3 | 2⁄3 | 4⁄3 | 0–4 | 2⁄3 | 5⁄3 | 0–5 | 2⁄3 | 2 | |
| Copper Ingot[A] | 0–1 | 11⁄100 | 11⁄100 | 0–1 | 13⁄100 | 13⁄100 | 0–1 | 3⁄20 | 3⁄20 | 0–1 | 17⁄100 | 17⁄100 | |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| Rotten Flesh | 0 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | |
| 1 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 2⁄9 (22.22%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 4⁄3 (1.33) | 5⁄3 (1.67) | 2 (2.00) | ||
| Copper Ingot[A] | 0 | 89⁄100 (89.00%) | 87⁄100 (87.00%) | 17⁄20 (85.00%) | 83⁄100 (83.00%) | |
| 1 | 11⁄100 (11.00%) | 13⁄100 (13.00%) | 3⁄20 (15.00%) | 17⁄100 (17.00%) | ||
| Average | 11⁄100 (0.11) | 13⁄100 (0.13) | 3⁄20 (0.15) | 17⁄100 (0.17) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| Rotten Flesh | 1.00 | 1.33 | 1.67 | 2.00 | |
| Copper Ingot[A] | 0.11 | 0.13 | 0.15 | 0.17 | |
Adult drowned drop 5XP and an additional 1–3XP per naturally-spawned equipment if killed by a player, axolotl or tamed wolf. Gurgles drop 12XP and an additional 1–3XP per naturally-spawned equipment if killed by a player, axolotl or tamed wolf.
- 1
Helmet,
Chestplate,
Leggings, and/or
Boots.[Bedrock Edition only]
Any picked-up equipment has a 100% chance of dropping, and drops without changing the damage that has accumulated on it.
Equipment
For naturally-spawned drowned:
- In the main hand (mutually exclusive):
- Each drowned has a 6.25% chance to spawn with a
trident. May be enchanted. - Each drowned has a 3.75% chance to spawn with a
fishing rod. May be enchanted.
- Each drowned has a 6.25% chance to spawn with a
- In the offhand:
- Each drowned has a 3%[JE only]/8%[BE only] chance to spawn with a
nautilus shell.
- Each drowned has a 3%[JE only]/8%[BE only] chance to spawn with a
In Java Edition, on Halloween, a drowned may spawn wearing a carved pumpkin or jack o'lantern. However, they do not drop them, even when killed with Looting.
A drowned holding a trident or fishing rod has an 8.5%[JE only]/25%[BE only] chance to drop it when killed by a player or tamed wolf. The chance is increased by 1% per level of Looting, up to a max of 11.5%[JE only]/28%[BE only] with Looting III. This means that in Java Edition, killing 8 drowned with tridents without the Looting enchantment or 6 with Looting III, will have a greater than 50% chance of getting a trident, or 2 drowned in Bedrock Edition regardless of Looting.
In Java Edition, zombies converted to drowned are never equipped with new items. They keep any equipment the zombie had before conversion.
In Bedrock Edition, zombies converted to drowned are never equipped with tridents. Any equipment the zombie had before conversion is always dropped at full durability.
For converted drowned in Bedrock Edition:
- 1% spawn with a
fishing rod in the main hand. - 8% spawn with a
nautilus shell in the offhand (same as naturally-spawned drowned).
Farming
Farms that convert zombies into drowned produce all of naturally-spawned equipment dropped by zombies, as well as fishing rods, copper ingots, and (in Bedrock Edition) nautilus shells.
A drowned farm must be designed to harvest naturally-spawned drowned to produce tridents in all game editions and nautilus shells in Java Edition.
Behavior

During the day, drowned stay on the floor of the body of water they are in, unless provoked.
If on land during the daytime, drowned seek out nearby water or shade. They sometimes step onto land but quickly return to the water.
Drowned seek out turtle eggs within 10 blocks in Bedrock Edition and 24 blocks in Java Edition. They stomp on turtle eggs until the eggs break. Drowned can even jump over a 1-block gap to reach a turtle egg successfully, even if the egg is raised 1 block higher than the gap.[verify for Java Edition]
Drowned are passive[JE only] or neutral[BE only] during the day if no player in range is touching the water, [Java Edition only] the players head is underwater for drowned without tridents. [Bedrock Edition only]
They are immune to guardian and elder guardian attacks.
Drowned can be damaged by a fully-powered conduit within a distance of 8 blocks.
In Bedrock Edition, drowned can mount and ride any untamed zombie nautilus that they collide with, but they do not actively search for zombie nautiluses to mount. However, 15% of gurgles can actively search for one.
Like spiders and endermen, drowned have eyes (in addition to their noses and mouths) that appear to glow in Bedrock Edition, although they do not produce light. With Vibrant Visuals, all bright parts in the first layer are emissive and glow in the dark.
In Java Edition, drowned are never spawned as part of a zombie siege, but if a drowned naturally spawns nearby, it will join the siege and behave like all other zombies.
Attacking
Generic
They are always hostile toward axolotls. Like other zombie variants, they chase and attack villagers, wandering traders, snow golems,[BE only] baby turtles, and iron golems, but only at night or in dark areas.
If a drowned kills a villager, either with a melee attack or with a thrown trident, the villager has a chance of turning into a zombie villager (a 0% chance on Easy difficulty, a 50% chance on Normal, and a 100% chance on Hard).
Drowned-specific
During the day, drowned ignore players on land and in boats, only attacking if the player enters the water.
A drowned is also neutral if it is equipped with a trident during the daytime, only attacking the player if provoked. During the night or in thunderstorms, they become hostile and attack any player or baby turtle they see, without provocation.
Every drowned has a melee attack, and if it spawns with a trident, the trident is used as a ranged weapon. A drowned with a trident can throw it every 1.5 seconds, sending it up to 20 blocks away. Thrown tridents cannot be picked up by the player, just like arrows shot by skeletons. In Bedrock Edition, a drowned with a trident also uses a melee attack if their target is within a 3 blocks distance. They can use this melee attack while mounted on entities, except for zombie nautiluses in Bedrock Edition.[2]
A drowned's trident can be enchanted. The Loyalty, Impaling, and Channeling enchantments work the same as they would for a player, while Riptide has no effect for drowned.
A drowned equipped with a trident continues throwing it at the player even after the player leaves the water, or gets a long distance away.[3] It also attacks any player that attacks it or another drowned. However, it is not provoked by a player killing another drowned in one hit.[JE only][4]
If one drowned is hit by another drowned's thrown trident, the attacked drowned ignores it. [JE only]
Sometimes, drowned do not immediately become aggressive toward a player when the player first enters the water. However these are not "passive" drowned, but slow or non-movers which more-often will melee attack when the player draws closely.
Breaking doors
Up to 10% of drowned spawn with the ability to break wooden and copper doors on Hard difficulty.
Picking up items
Like zombies, some drowned spawn with the ability to pick up dropped items from the ground in Normal and Hard difficulty, with the chance being higher in the latter. In Java Edition, drowned pick up items that they happen to walk near. In Bedrock Edition, they actively search for and walk toward dropped items.
Standard drowned can pick up all items except for glow ink sacs and spears. Chicken jockey riders also cannot pick up any variant of an egg.
If the picked up item is armor, the drowned equips the armor into its respective armor slot. Carved pumpkins and heads are worn on their heads, and elytra are worn in the their chestplate slot. If the picked up item is a shield, the drowned equips it to their offhand. It cannot use the shield to block incoming attacks, however.
If a drowned encounters another similar item, it may drop the previous item in favor of the new one if:
- both items are armor/weapons and the new item is better damage-wise (reduces higher damage for armor, or inflicts more damage for weapons) without considering enchantments,
- both items are armor/weapons with the same damage reduction/infliction, the new item has NBT tags while the old does not[JE only] or the new item is less damaged than the old item
Drowned prefer tridents over other hold-able items.
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 drowned equipped with a picked-up item becomes persistent and does not despawn, similar to being named.
Picked-up items do not cause the drowned to drop more experience when killed, unlike naturally-spawned gear.
In Bedrock Edition, drowned which pick up a trident do not use the trident's ranged attack, and instead only use the melee attack.
In Bedrock Edition, due to a bug, drowned, as well as zombies, husks, and zombie villagers can also wear horse armor, nautilus armor, and wolf armor.[5]
Mob type
Being an undead mob, they are:
- Damaged by the status effect Instant Health and healed by the status effect Instant Damage.
- Unaffected by the status effects Regeneration and Poison.
- Ignored by the wither.
- Affected by the Smite enchantment.
- Threatening to armadillos, causing them to hide in their shell.
As they are undead and do not grow up, golden dandelions do not work on gurgles.
Swimming

Drowned use a swimming animation similar to the player. They use this animation whenever they try to pathfind to a player that is either below or above them; if the player is on the same ground level, the drowned simply walk toward them. Drowned also use this animation if they are tracking a player while they are not standing on a solid block. Their hitbox does not change when using this animation.
If they hold a nautilus shell or anything else in their offhand, their arms are in the same posture as a player's. When attacking, they use the player's attacking animation. Still, they use the same swimming animation when tracking a player underwater.
Sounds
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Drowned gurgles | Hostile Mobs | Randomly while on land | entity | subtitles | 0.9 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Drowned gurgles | Hostile Mobs | Randomly while in water | entity | subtitles | 0.9 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Drowned hurts[until: JE 26.4] | Hostile Mobs | When a drowned is damaged while on land | entity | subtitles | 0.9 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Drowned hurts | Hostile Mobs | When a drowned is damaged while in water | entity | subtitles | 0.9 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Drowned dies | Hostile Mobs | When a drowned dies while on land | entity | subtitles | 0.9 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Drowned dies | Hostile Mobs | When a drowned dies while in water | entity | subtitles | 0.9 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Footsteps | Hostile Mobs | While a drowned is walking on land | entity | subtitles | 0.15 [sound 1] | 1.0 [sound 1] | 16 | |
| Drowned swims | Hostile Mobs | While a drowned is swimming | entity | subtitles | Around 0.003 [sound 2] | 0.6–1.4 | 16 | |
| Drowned throws Trident | Hostile Mobs | When a drowned throws a trident | entity | subtitles | 1.0 | 5⁄6-1.25 | 16 | |
| Zombie infects | Hostile Mobs | When a drowned infects a villager | entity | subtitles | 2.0 | 0.8–1.2 | 16 | |
| Door shakes | Hostile Mobs | While a drowned is breaking a wooden door | entity | subtitles | 2.0 | 0.8–1.2 | 16 | |
| Door breaks | Hostile Mobs | When a drowned breaks a wooden door | entity | subtitles | 2.0 | 0.8–1.2 | 16 | |
| Turtle Egg stomped | Hostile Mobs | When a drowned is jumping on turtle eggs | entity | subtitles | 0.5 | 0.9–1.1 | 16 | |
| Zombie converts to Drowned | Hostile Mobs | When a zombie converts to a drowned | entity | subtitles | 2.0 | 0.8–1.2 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| ? | Hostile Mobs | Randomly while on land | mob | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Hostile Mobs | Randomly while in water | mob | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Hostile Mobs | When a drowned is damaged while on land | mob | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Hostile Mobs | When a drowned is damaged while in water | mob | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Hostile Mobs | When a drowned dies while on land | mob | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Hostile Mobs | When a drowned dies while in water | mob | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Hostile Mobs | While a drowned is walking on land | mob | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Hostile Mobs | While a drowned is swimming | mob | ? | 1.0 | 0.8–1.2 | |
| ? | Hostile Mobs | When a drowned throws a trident | mob | ? | 1.0 | 0.8–1.2 | |
| ? | Hostile Mobs | While a drowned is breaking a wooden door | mob | ? | 1.0 | 1.0 | |
| ? | Hostile Mobs | When a drowned breaks a wooden door | mob | ? | 1.0 | 1.0 | |
| ? | Players | When a drowned is jumping on turtle eggs | fall | ? | 0.5 | 0.9–1.0 | |
| ? | Hostile Mobs | Unused sound event[sound 1] | entity | ? | 1.0 | 1.0 | |
| None | None[sound 2] | None | Undefined sound event[sound 1] | mob | None[sound 2] | 1.0–2.0 | 0.3–1.0 |
- ↑ a b MCPE-53297
- ↑ a b Empty events do not have this parameter set.
Data values
ID
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
drowned | axolotl_always_hostilesburn_in_daylightcan_breathe_under_waterignores_poison_and_regeninverted_healing_and_harmundeadwither_friendszombiessensitive_to_smite |
entity |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
drowned | 110 |
baby_undeaddrownedzombieundeadmonstermob | entity |
Entity data
Drowned have entity data associated with them that contains various properties.
- [NBT Compound / JSON Object] Entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- [Byte] CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
- [Int] DrownedConversionTime: The number of ticks until this zombie converts to a drowned, or husk to zombie. (default value is -1, when no conversion is under way).
- [Int] InWaterTime: The number of ticks this zombie or husk has been under water, used to start the drowning conversion. (default value is -1, when no conversion is under way).
- [Byte] IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
Achievements
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | |
|---|---|---|---|---|---|---|
| PS4 | Other | |||||
| Monster Hunter | Attack and destroy a monster. | Kill one of these 41 monsters:
| 15 | Bronze | ||
| It Spreads | Kill a mob next to a catalyst | Kill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this achievement. | 10 | Bronze | ||
Achievements that apply to all mobs:
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | |
|---|---|---|---|---|---|---|
| PS4 | Other | |||||
| Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | ||
| Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | ||
| Mob Kabob | Hit five mobs in the same Charge attack using the Spear | Armor stands and players also count for this achievement as they are technically mobs. | 10 | Bronze | ||
Advancements
Advancements that apply to all mobs:
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
![]() | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
![]() | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
![]() | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
![]() | Mob Kabob | Hit five mobs in the same Charge attack using the Spear | |
![]() | Arbalistic | Kill five unique mobs with one crossbow shot | This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
![]() | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
History
Java Edition
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.13 | 18w11a | ||||||
| Drowned drop gold ingots when killed. | |||||||
| 18w15a | Drowned now occasionally spawn with a nautilus shell. | ||||||
| 18w16a | Drowned now spawn in underwater ruins. | ||||||
| 18w22a | |||||||
| 1.14 | 18w43a | Drowned no longer spawn in swamps. | |||||
| 19w05a | Drowned are now hostile toward the new wandering traders. | ||||||
| 19w06a | The drowned's trident throwing animation has been changed from | ||||||
| 19w07a | The drowned's trident throwing animation has been changed from | ||||||
| 19w14a | Drowned no longer have a unique swimming animation.[7] | ||||||
| 1.15 | 19w46a | Baby drowned can now be spawned by using the drowned spawn egg on it.[8] | |||||
| 1.16 | 20w10a | Firework damage now provokes drowned with tridents.[9] | |||||
| 1.17 | 20w45a | ||||||
| 21w05a | Drowned now drop copper ingots instead of gold ingots. | ||||||
| 1.17.1 | pre1 | Increased the drop probability of copper ingots from 5% to 11%, and increased the drop probability of each level of Looting spell from 1% to 2%. | |||||
| Drowned no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid. | |||||||
| 1.18 | 21w37a | Drowned are now able to spawn in warm oceans.[10] | |||||
| 21w39a | Drowned are now able to spawn in aquifers inside dripstone caves. | ||||||
| 1.19.4 | 23w05a | Drowned now have a unique swimming animation again.[7] | |||||
| 1.20.3 | 23w40a | Drowned are now part of the #can_breathe_under_water, #undead and #zombies tags. | |||||
| 1.21 | 24w18a | Drowned can now use the Channeling enchantment.[11] | |||||
| 24w20a | Drowned can no longer use the Channeling enchantment. | ||||||
| 1.21.2 | 24w33a | Drowned can no longer spawn reinforcements.[12] | |||||
| Drowned can now use the Loyalty, Channeling, and Impaling enchantments. | |||||||
| 24w39a | Drowned can again spawn reinforcements, spawning more drowned instead of zombies.[13] | ||||||
| 1.21.4 | 24w45a | Drowned now prefer to pick up tridents from the ground as opposed to other items. | |||||
| 1.21.5 | 25w15a | Drowned are now able to break down wooden and copper doors.[14] | |||||
| 1.21.11 | 25w41a | ||||||
| pre1 | Drowned can no longer pick up spears. | ||||||
| 26.1 | snap1 | Leader drowned now spawn with their maximum health instead of 20 health.[15] | |||||
| snap7 | Baby variants of drowned are now called gurgles. | ||||||
| snap10 | |||||||
| 26.3 | snap2 | Drowned can now perform a melee attack while holding a trident, matching Bedrock Edition. They use this attack when their target is within a 3 blocks distance. | |||||
| snap4 | The arm posture of a drowned brandishing its trident has been changed, and is now similar to the player's trident throwing posture.[note 1] | ||||||
| snap10 | Drowned can no longer perform a melee attack while holding a trident. | ||||||
| Drowned now once again have a unique animation for brandishing their trident. | |||||||
| pre1 | Drowned no longer have a unique animation for brandishing their trident, again using the player's arm posture.[note 2] | ||||||
| Upcoming Java Edition | |||||||
| 26.4 | snap4 | Drowned now turn into a zombie before converting into a frostbite when they are in powder snow. | |||||
| Drowned no longer take freezing damage in powder snow and are now immune to the Freezing effect. | |||||||
Bedrock Edition
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.2.13 Experiment | beta 1.2.13.8 | ||||||
| Drowned use lower-pitched zombie sounds as a placeholder. | |||||||
| Due to a bug, the model is quite broken.[16] | |||||||
| 1.4.0 Experiment | beta 1.2.14.2 | ||||||
| The drowned's face now glows in the dark. | |||||||
| Drowned now have their own sounds. | |||||||
| beta 1.2.20.1 | Drowned no longer drop sponge. | ||||||
| Baby drowned now burn in sunlight. | |||||||
| 1.5.0 | beta 1.5.0.0 | Drowned are now present outside of experimental gameplay. | |||||
| Drowned now have a chance to hold nautilus shells. | |||||||
| 1.10.0 | beta 1.10.0.3 | Drowned are now hostile toward the new wandering traders. | |||||
| The number of drowned mobs that spawn has been reduced. | |||||||
| Drowned no longer spawn in swamps. | |||||||
| 1.16.0 | beta 1.15.0.51 | A converted drowned can no longer generate with a trident. | |||||
| Drowned without tridents no longer drop a trident. | |||||||
| beta 1.16.0.51 | Drowned now have the ability to pick up items. | ||||||
| 1.16.210 Experiment | beta 1.16.210.57 | Drowned now drop copper ingots instead of gold ingots. | |||||
| 1.17.30 | beta 1.17.30.20 | Drowned no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid. | |||||
| 1.19.20 | Preview 1.19.20.20 | 10% of drowned that spawn can now break doors, instead of all of them.[17] | |||||
| 1.21.20 | Preview 1.21.10.22 | Drowned now spawn individually in rivers instead of in groups of two. | |||||
| Drowned now spawn in aquifers in dripstone caves.[18] | |||||||
| 1.21.60 | Preview 1.21.60.21 | Baby drowned now have the same speed as baby zombies, baby zombie villagers, and baby husks.[19] | |||||
| 1.21.120 | Preview 1.21.120.23 | Drowned no longer drop their held trident in favor of a nautilus shell. | |||||
| Drowned can now spawn with enchanted tridents. | |||||||
| The chance of a trident dropping from a drowned has been decreased from 25% to 8.5%, matching Java Edition. This new chance can now be affected by Looting. | |||||||
| Preview 1.21.120.24 | |||||||
| 1.21.130 | Preview 1.21.130.20 | Drowned can now apply vertical knockback to the player when dealing melee damage. | |||||
| 26.0 | Preview 26.0.23 | The ratios for drowned spawning holding tridents and fishing rods have been adjusted to match Java Edition. | |||||
| Baby drowned can now spawn holding tridents. | |||||||
| Baby drowned now drop items when killed.[20] | |||||||
| Drowned can no longer pick up spears. | |||||||
| Preview 26.0.27 | 15% of baby drowned that spawn now search and ride any nearby mob. | ||||||
| 26.10 | Preview 26.10.23 | Baby variants of drowned are now called gurgles. | |||||
| Preview 26.10.25 | |||||||
| 26.20 | Preview 26.20.22 | The hitboxes of gurgles have been changed, to closely match Java Edition.[21] | |||||
| 26.50 | Preview 26.50.22 | Drowned are now harder for mobs to detect when invisible. | |||||
| Upcoming Bedrock Edition | |||||||
| 26.60 | Preview 26.60.21 | ||||||
| Helmets equipped by adult drowned are now visible. | |||||||
| 26.60 Experiment | Preview 26.60.29 | Added ice caves, where drowned can spawn. | |||||
Legacy Console Edition
Issues
Issues relating to "Drowned" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia
- Drowned are not considered as aquatic mobs, instead, they are considered as undead and are therefore unaffected by the Impaling enchantment.[Java Edition only][22]
- A gurgle chicken jockey that spawns underwater floats to the surface because the chicken it is riding floats, causing the gurgle riding it to burn in sunlight during the day, resulting in a chicken in the middle of the ocean or river where the gurgle chicken jockey spawned in.[Java Edition only]
- In Bedrock Edition, drowned have a more inflated outer layers. This causes their heads and arms to look larger than in Java Edition and causes helmets to go inside their heads and their clothing goes off the sides of their leggings.[until: BE 26.60]
- The sounds for drowned were recorded by Samuel Åberg gurgling milk.[23][24]
Gallery
Renders
Reason: Renders for drowned brandishing its trident in Java Edition and gurgle brandishing its trident in Java Edition are outdated
-
A drowned with a trident in Java Edition -
A drowned with a trident in Bedrock Edition -
A gurgle with a trident in Java Edition -
A gurgle with a trident in Bedrock Edition -
An unarmed drowned pursuing a target in Java Edition -
An unarmed gurgle pursuing a target in Java Edition -
A drowned brandishing its trident in Java Edition (outdated) -
A drowned brandishing its trident in Bedrock Edition -
A gurgle brandishing its trident in Java Edition (outdated) -
A gurgle brandishing its trident in Bedrock Edition -
A drowned with a fishing rod in Java Edition -
A drowned with a fishing rod in Bedrock Edition -
A drowned holding both a trident and a nautilus shell in Java Edition -
A drowned holding both a trident and a nautilus shell in Bedrock Edition -
A gurgle chicken jockey -
A drowned without its second layer (this state cannot be seen in vanilla gameplay) -
A gurgle without its second layer (this state cannot be seen in vanilla gameplay)[JE only]
Screenshots
-
A passive drowned during the day, standing in the shade -

-
A group of drowned attacking the player -
A drowned near an ocean ruin within a coral reef -
A drowned attacking a pufferfish after being attacked by it -
A drowned swimming in a river in Bedrock Edition -
Drowned can sometimes spawn in ocean ruins in positions that they can't get out of. -
A drowned wearing armor. This occurs only on drowned converted from zombies, not naturally spawned drowned.[Java Edition only] -
A drowned with the same posture as a player, when holding a nautilus shell or anything else in their offhand[Bedrock Edition only] -
Drowned wearing a pumpkin on Halloween -
A drowned chicken jockey -
A left-handed drowned holding its trident in the wrong direction -
Drowned with Loyalty trident gets swarmed by its own tridents -
A trident drowned in a savanna village -
A creeper and drowned mixed together -
A drowned chasing the player while holding a fishing rod
Mojang images
-
An unreleased drowned texture -
Showcasing all of the baby zombie variants, piglins, and villagers -
A drowned and a gurgle near a warm ocean ruin -
A trident drowned and a gurgle in a cold ocean ruins
Textures
-
Drowned outer layer texture file -
Drowned texture file -
Gurgle outer layer texture file -
Gurgle texture file
In other media
-
Artwork of a Drowned with a fishing rod, used on the Minecraft 15th anniversary page[25] -
Mounts of Mayhem artwork featuring a drowned riding a zombie nautilus, shown in a Minecraft Monthly episode -
A drowned riding a zombie nautilus in artwork announcing the release for Mounts of Mayhem -

-
Efe fighting several drowned underwater -
![An enderman and drowned embrace on a floating door, parodying a shot in the film Titanic.[26]](https://minecraft.wiki/images/thumb/I%27ll_never_let_go.jpeg/120px-I%27ll_never_let_go.jpeg?60845)
-
Drowned in a diving contest -
An animation of a zombie converting into a drowned[27]
-
LEGO Minecraft Drowned -
Acid Drowned, an official T-shirt design -
A drowned as it appears in Minecraft Dungeons -
A trident drowned as it appears in Minecraft Dungeons -
A baby drowned as it appears in Minecraft Dungeons -
A Drowned Necromancer as it appears in Minecraft Dungeons
See also
Notes
References
- ↑ "More mini, just as menacing" by Cristina Anderca – Minecraft.net, February 10, 2026. "Gurgle - Afraid of exploring deep waters? The gurgle might be a good reason to venture onto the ocean floor!"
- ↑ MCPE-233164 – resolved as "Works As Intended".
- ↑ MC-187536 – Drowned with tridents try to throw tridents at players from an infinite distance
- ↑ MC-2432 – resolved as "Works As Intended".
- ↑ MCPE-233468 – Zombies and their variants can wear Wolf, Horse, and Nautilus Armor
- ↑ MC-127296
- ↑ a b MC-147711
- ↑ MC-2871
- ↑ MC-111498 – Fireworks and water bottles damage don't make neutral mobs angry or hostile – resolved as "Fixed".
- ↑ MC-159025 – Drowned do not spawn in warm ocean biomes – resolved as "Fixed".
- ↑ MC-271629
- ↑ MC-14800
- ↑ MC-275544
- ↑ MC-275374 – resolved as "Fixed".
- ↑ MC-219981 – Leader zombie-type mobs spawn with 20 health despite having increased max health – resolved as "Fixed".
- ↑ MCPE-82082 – Issue with the drowned model – resolved as "Fixed".
- ↑ MCPE-79636 – resolved as "Fixed".
- ↑ MCPE-144066 – resolved as "Fixed".
- ↑ MCPE-34574 – Baby drowned does not have the same speed as other baby zombies – resolved as "Fixed".
- ↑ MCPE-93172 – Baby drowned don't drop anything – resolved as "Fixed".
- ↑ MCPE-236077
- ↑ MC-128249 – resolved as "Works As Intended".
- ↑ "Zombie + Milk = Drowned?" – Minecraft on YouTube, September 21, 2023
- ↑ "Growth & Evolution - Part 3: 15 Years of Minecraft" – Minecraft on YouTube, June 5, 2024
- ↑ "Shape your world" – Minecraft.net.
- ↑ "Titanic Scene - "Promise me Now Rose, and Never Let Go of that Promise"" – Titanic World on YouTube, August 7, 2017
- ↑ "Poor zombies are constantly stumbling into Minecraft’s oceans! But what happens to them down in the depths?" – @minecraft on Instagram, July 2, 2018
External links
- DANGER: SCARY MOB SPOTTED IN SEAS — Minecraft.net on July 2, 2018







