| Health points | 16HP × 8 |
|---|---|
| Armor points | 0 () |
| Behavior | Hostile |
| Mob type | |
| Attack strength |
Ranged:
Melee: |
| Hitbox size | Java: Height: 1.99 blocks Width: 0.6 blocks Bedrock: |
| Speed | 0.25 |
| Spawn |
|
A parched is a skeleton variant that spawns in deserts. Parched behave similar to skeletons, but have less health, do not burn in sunlight, fire their bows more slowly, take freeze damage instead of converting to strays, and shoot tipped arrows of Weakness.
Spawning
Parched can spawn in deserts at night, replacing some skeletons.
In Java Edition, parched spawn directly under the sky in groups of 4 in place of 50% of all skeletons spawned in desert biomes.
In Bedrock Edition, parched spawn on the surface in groups of 2-4 in place of 1⁄3 (~33%) of all skeletons spawned in desert biomes.
| Category: Monster | Java Edition | Bedrock Edition | |||
|---|---|---|---|---|---|
| Spawn area | Spawn weight | Spawn chance | Group size | Spawn weight | Group size |
| 50⁄515 | 9.71% | 4 | 40 | 1–2 | |
Camel husk jockeys
When a husk spawns naturally and spawns in a space that does not block the collision box required for a camel husk, it has a 10% chance to spawn as a camel husk jockey, i.e. riding a camel husk, and spawning a parched as the second passenger.
Spider jockeys
Spiders and cave spiders spawned in deserts have a 1% chance to spawn as a spider jockey, with an 80% chance of the rider being a parched.
Drops
On death
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Bone | 0–2 | 66.67% | 1.00 | 0–3 | 83.33% | 1.50 | 0–4 | 91.67% | 2.00 | 0–5 | 94.44% | 2.50 | |
| Arrow | 0–2 | 66.67% | 1.00 | 0–3 | 83.33% | 1.50 | 0–4 | 91.67% | 2.00 | 0–5 | 94.44% | 2.50 | |
| Arrow of Weakness[A] | 0–1 | 50.00% | 0.50 | 0–1 | 75.00% | 0.75 | 0–1 | 87.50% | 0.88 | 0–1 | 91.67% | 0.92 | |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Bone | 0–2 | 2⁄3 | 1 | 0–3 | 5⁄6 | 3⁄2 | 0–4 | 11⁄12 | 2 | 0–5 | 17⁄18 | 5⁄2 | |
| Arrow | 0–2 | 2⁄3 | 1 | 0–3 | 5⁄6 | 3⁄2 | 0–4 | 11⁄12 | 2 | 0–5 | 17⁄18 | 5⁄2 | |
| Arrow of Weakness[A] | 0–1 | 1⁄2 | 1⁄2 | 0–1 | 3⁄4 | 3⁄4 | 0–1 | 7⁄8 | 7⁄8 | 0–1 | 11⁄12 | 11⁄12 | |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| Bone | 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) | ||
| Arrow | 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) | ||
| Arrow of Weakness[A] | 0 | 1⁄2 (50.00%) | 1⁄4 (25.00%) | 1⁄8 (12.50%) | 1⁄12 (8.33%) | |
| 1 | 1⁄2 (50.00%) | 3⁄4 (75.00%) | 7⁄8 (87.50%) | 11⁄12 (91.67%) | ||
| Average | 1⁄2 (0.50) | 3⁄4 (0.75) | 7⁄8 (0.88) | 11⁄12 (0.92) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| Bone | 1.00 | 1.50 | 2.00 | 2.50 | |
| Arrow | 1.00 | 1.50 | 2.00 | 2.50 | |
| Arrow of Weakness[A] | 0.50 | 0.75 | 0.88 | 0.92 | |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Bone | 0–2 | 66.67% | 1.00 | 0–3 | 66.67% | 1.33 | 0–4 | 66.67% | 1.67 | 0–5 | 66.67% | 2.00 | |
| Arrow | 0–2 | 66.67% | 1.00 | 0–3 | 66.67% | 1.33 | 0–4 | 66.67% | 1.67 | 0–5 | 66.67% | 2.00 | |
| Arrow of Weakness[A] | 0–1 | 50.00% | 0.50 | 0–2 | 50.00% | 0.75 | 0–3 | 50.00% | 1.00 | 0–4 | 50.00% | 1.25 | |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Bone | 0–2 | 2⁄3 | 1 | 0–3 | 2⁄3 | 4⁄3 | 0–4 | 2⁄3 | 5⁄3 | 0–5 | 2⁄3 | 2 | |
| Arrow | 0–2 | 2⁄3 | 1 | 0–3 | 2⁄3 | 4⁄3 | 0–4 | 2⁄3 | 5⁄3 | 0–5 | 2⁄3 | 2 | |
| Arrow of Weakness[A] | 0–1 | 1⁄2 | 1⁄2 | 0–2 | 1⁄2 | 3⁄4 | 0–3 | 1⁄2 | 1 | 0–4 | 1⁄2 | 5⁄4 | |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| Bone | 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) | ||
| Arrow | 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) | ||
| Arrow of Weakness[A] | 0 | 1⁄2 (50.00%) | 1⁄2 (50.00%) | 1⁄2 (50.00%) | 1⁄2 (50.00%) | |
| 1 | 1⁄2 (50.00%) | 1⁄4 (25.00%) | 1⁄8 (12.50%) | 1⁄12 (8.33%) | ||
| 2 | 0 | 1⁄4 (25.00%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 3 | 0 | 0 | 1⁄8 (12.50%) | 1⁄6 (16.67%) | ||
| 4 | 0 | 0 | 0 | 1⁄12 (8.33%) | ||
| Average | 1⁄2 (0.50) | 3⁄4 (0.75) | 1 (1.00) | 5⁄4 (1.25) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| Bone | 1.00 | 1.33 | 1.67 | 2.00 | |
| Arrow | 1.00 | 1.33 | 1.67 | 2.00 | |
| Arrow of Weakness[A] | 0.50 | 0.75 | 1.00 | 1.25 | |
- Any picked-up equipment has a 100% chance of dropping and drops with the same damage level it had when picked up.
- Any naturally spawned equipment, including the bow, has an 8.5% chance of dropping (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III). It is damaged and may be enchanted.
- 5XP experience orbs when killed by a player or tamed wolf and an extra 1–3XP if the parched has armor.
Behavior
Parched mostly behave like normal skeletons except that they shoot extended arrows of Weakness instead of normal arrows, have their cooldown between each bow shot longer than normal skeletons at every 4.5[JE only]/3.5[BE only] seconds on Easy and Normal and every 3.5[JE only]/2.5[BE only] seconds on Hard, and they do not burn in sunlight. Parched are also immune to the Weakness effect, although this typically makes no effective difference since parched attack using projectiles, which are themselves not affected by Weakness.
In Bedrock Edition, like normal skeletons, strays and bogged, parched also do not retaliate against attacks from breezes, despite them not spawning at the trial chambers. Breezes also don't retaliate against attacks from parched.
In Bedrock Edition, the eyes of parched are emissive when Vibrant Visuals is enabled.
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.
- Unable to swim in water, but do not drown.
- A threat to armadillos, causing them to hide in their shell.
Because they are under the "skeletons" entity type tag[Java Edition only], if a parched kills a creeper, the creeper drops a music disc, randomly selected from 13, cat, blocks, chirp, far, mall, mellohi, stal, strad, ward, 11, and wait. They also run away from wild and tamed wolves similar to other skeleton variants.
Similar to bogged, parched take freezing damage and do not convert into strays.[1] Unlike husks converting into zombies, parched do not turn into skeletons when submerged in water for too long.
Picking up items
Some parched spawn with the ability to pick up dropped items from the ground. Unlike zombies, however, they pick up only weapons, shields, and armor. In Java Edition, parched pick up items that they happen to walk near. In Bedrock Edition, they actively search for and walk toward dropped items.
If the picked up item is a weapon (other than a bow), the parched uses the item as a melee weapon. Parched do not pick up spears under any circumstances. In Java Edition, parched prefer bows over other weapons, and do not pick up other weapons while wielding a bow. In Bedrock Edition, the only weapon a parched will swap its held bow for is a sword. When picking up weapons, parched prefer ones that deal more damage without considering enchantments. They also prefer weapons with NBT data over those without, and weapons that are less damaged.
If the picked up item is a shield, the parched equips the shield into their offhand. It cannot use the shield to block incoming attacks, however.
If the picked up item is armor, a carved pumpkin or a head, the parched equips itself with the item. Parched prefer armor that give more armor points, and will replace their current armor with it. Parched pick up cosmetic wearables (heads and carved pumpkins) as long as they aren't wearing a helmet, and will replace the cosmetic wearable if they find a helmet.
If a parched has equipment and picks up something they prefer more, the parched drops the old equipment, with the same chance as if killed with Looting I, in favor of the new one.
A parched equipped with a picked-up item becomes persistent and does not despawn, similar to being named.
Sounds
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Parched rattles | Hostile Mobs | Randomly | entity | subtitles | 1.0 | 1.0 | 16 | |
| Parched hurts[until: JE 26.4] | Hostile Mobs | When a parched is damaged | entity | subtitles | 1.0 | 1.0 | 16 | |
| Parched dies | Hostile Mobs | When a parched dies | entity | subtitles | 1.0 | 1.0 | 16 | |
| Footsteps | Hostile Mobs | When a parched walks | entity | subtitles | 1.0 | 1.0 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| Parched rattles | Hostile Mobs | Randomly | mob | ? | 1.0 | 1.0 | |
| Parched hurts | Hostile Mobs | When a parched is damaged | mob | ? | 1.0 | 1.0 | |
| Parched dies | Hostile Mobs | When a parched dies | mob | ? | 1.0 | 1.0 | |
| Footsteps | Hostile Mobs | When a parched walks | mob | ? | 1.0 | 1.0 | |
Data values
ID
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
parched | can_breathe_under_waterignores_poison_and_regeninverted_healing_and_harmsensitive_to_smiteskeletonsundeadwither_friends |
entity |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
parched | 151 |
mobmonsterparchedskeletonundead | entity |
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 | ||
| Sniper Duel | Kill a Skeleton with a Bow and Arrows from more than 50 meters. | Use a launched arrow to kill a skeleton, wither skeleton, stray, bogged, or parched from 50 or more blocks away, horizontally. | 30 | 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 | |||||||
|---|---|---|---|---|---|---|---|
| 1.21.11 | 25w44a | ||||||
| 25w46a | Parched are now immune to the Weakness effect. | ||||||
| pre1 | Parched can no longer pick up spears. | ||||||
Bedrock Edition
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.21.130 | Preview 1.21.130.24 | ||||||
| When a parched detects a camel husk within 16 blocks, it waits 16 game ticks (0.8 seconds) before running toward it to ride it. This behavior takes priority over all other actions, including attacking players. | |||||||
| Preview 1.21.130.26 | Parched no longer look for camel husks to mount. However, they can still mount one when pushed into one. | ||||||
| Preview 1.21.130.27 | |||||||
| Parched now deal a base damage amount of 2HP instead of 3HP, matching Java Edition. | |||||||
| Parched now have the same vertical offsets in vehicles as other skeleton variants. | |||||||
| Parched can no longer be forced onto a camel husk. | |||||||
| 26.0 | Preview 26.0.23 | Parched can no longer pick up spears. | |||||
| 26.30 | Preview 26.30.20 | Parched now shoot arrows at a rate of 2.5 seconds on Hard difficulty or Hardcore mode.[3] | |||||
| 26.40 | Preview 26.40.27 | Arrow damage from parched now depends on its velocity and difficulty, rather than being randomized between a range. | |||||
Gallery
Renders
-
A parched[JE only] -
A parched[BE only] -
A parched aiming[JE only] -
A parched aiming[BE only] -
A parched spider jockey[BE only] -
A parched without its second layer (this state cannot be seen in vanilla gameplay)
Development renders
Screenshots
-
A parched being compared to the other skeletons in Java Edition -
A parched -
A parched in a desert
Mojang images
-
A camel husk jockey and two standalone parched -
A camel husk jockey attacking -
A camel husk jockey -
A parched shooting -
A parched aiming -
Two parched -
Parched in THE HORROR OF MINECRAFT -

Textures
-
Parched texture in Java Edition -
Parched texture in Bedrock Edition
References
- ↑ MC-268579 – Bogged in powder snow freeze on death instead of converting to Stray – resolved as "Works As Intended".
- ↑ MCPE-230231 – Parched cannot spawn as riders of Spider Jockeys – resolved as "Fixed".
- ↑ MCPE-61036







