| Health points | 20HP × 10 40HP × 20 to 100HP × 50 (leaders)[JE only] |
|---|---|
| Armor points | 2 () |
| Behavior | Hostile |
| Mob type | |
| Attack strength |
Easy: 2.5HP × 1.25 Normal: 3HP Hard: 4.5HP × 2.25 |
| Hitbox size | Adult In Java Edition: Height: 1.95 blocks Width: 0.6 blocks Adult In Bedrock Edition: |
| Speed | 0.23 0.345 (baby in Java Edition) 0.35 (baby in Bedrock Edition) |
| Knockback resistance |
0%–5% |
| Spawn | Light level of 0 in applicable biomes. When a zombie (or variant) kills a villager, see § Spawning for more information. When another zombie villager spawns a reinforcement. [JE only] |
| Usable items |
|
A zombie villager is a variant of the zombie that can be cured into a normal villager by using a golden apple on it while it is under the effect of Weakness.
Spawning

In Java Edition, when zombies spawn during the normal cycle, there is a 5% chance that one of them will be replaced with a zombie villager. This chance increases to 20% in old growth pine taiga biomes.
In Bedrock Edition, when zombies spawn during the normal cycle, there is a 5% chance that 2–4 of them will be replaced with zombie villagers.
| Category: Monster | Java Edition | Bedrock Edition | |||
|---|---|---|---|---|---|
| Spawn area | Spawn weight | Spawn chance | Group size | Spawn weight | Group size |
| 25⁄540 | 4.63% | 1 | 5 | 2–4 | |
| 5⁄315 | 1.59% | 1 | 4.95 | 2 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄515 | 0.97% | 1 | 5 | 2–4 | |
| 5⁄516 | 0.97% | 1 | 5 | 1 | |
| 5⁄516 | 0.97% | 1 | 5 | 4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 5 | 2–4 | |
| 5⁄520 | 0.96% | 1 | 4.95 | 2–4 | |
| 5⁄525 | 0.95% | 1 | 5 | 2–4 | |
| 5⁄525 | 0.95% | 1 | 5 | 2–4 | |
| 5⁄530 | 0.94% | 1 | — | — | |
| 5⁄540 | 0.93% | 1 | 5 | 2–4 | |
| 5⁄540 | 0.93% | 1 | 5 | 2–4 | |
| 5⁄541 | 0.92% | 1 | — | — | |
| 5⁄545 | 0.92% | 1 | 5 | 2–4 | |
| 5⁄545 | 0.92% | 1 | 5 | 2–4 | |
| 5⁄610 | 0.82% | 1 | 5 | 2–4 | |
| 5⁄615 | 0.81% | 1 | — | — | |
| 1⁄515 | 0.19% | 1 | 5 | 2–4 | |
- ↑ a b Internally a 9% chance within a combined weight of 55 for both zombies and zombie villagers.[Bedrock Edition only]
- ↑ Highest chance among all biomes.[Java Edition only]
Converting
Additionally, if a zombie, husk, drowned, frostbite[upcoming: Fourth Drop 2026], zombie villager, or zombified piglin[JE only] kills a villager, from either a melee or ranged attack, that villager has a chance of turning into a zombie villager depending on the game difficulty.
In Java Edition, a converted zombie villager does not despawn if the player has traded with it at least once prior to its conversion, but unlike all other persistent mobs it still counts toward the hostile mob cap. If the zombie villager picks up any item however, it remains persistent but is excluded from the mob cap. In Bedrock Edition all converted zombie villagers are persistent.
Abandoned villages
Zombie villagers may also spawn as part of abandoned villages during world generation, the number of which depends on the buildings in that village, as some buildings generate zombie villagers inside and some do not. Like villagers, the zombie villagers’ biome outfits are based on the type of village. These zombie villagers are persistent and do not despawn. In Bedrock Edition, these zombie villagers can open doors instead of breaking them.
Igloo basements
A zombie villager appears alongside a cleric villager in every igloo basement (a normal zombie villager in Bedrock Edition and a cleric zombie villager in Java Edition), both locked in small cages behind iron bars. One of them transforms into a leatherworker, due to the workstation (a cauldron). The zombie villager is persistent and does not despawn.
Reinforcements
On Hard difficulty, all zombie villagers have a 0-10% chance to spawn other zombie villagers as reinforcements when receiving damage while targeting an entity. Additionally, up to 5% of zombie villagers spawn as leaders, getting a 50-75% boost to that chance.
Variants
Baby zombie villagers
Baby zombie villagers make up 5% of zombie villager spawns. They behave similarly to regular zombie villagers, with the following differences:
- They are 30% faster than normal zombie villagers, yet they have the same health.
- The noises they make are higher-pitched than adult zombie villager sound effects.
- In Java Edition, baby zombie villagers have a chance to spawn as a chicken jockey.
- In Bedrock Edition, baby zombie villagers have a 15% chance to spawn as a jockey, but cannot ride mobs due to MCPE-234690.
- Baby zombie villagers become baby villagers when cured.
- Worn armor shrinks to fit their body size.
- They drop 12 experience 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 zombie villagers, therefore golden dandelions do not work.
- They have a decreased hitbox size.
Baby zombie villagers are spawned when a zombie kills a baby villager, with 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.
Jockeys
In Java Edition, most baby zombie villagers (except ones spawned from a baby villager converting when being zombified) 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 zombie villager to spawn as a chicken jockey; if chickens are present, the chance increases to 0.4875%.
In Bedrock Edition, 15% of naturally spawned baby zombie villagers can mount a skeleton horse and become a jockey after they spawn. They are also supposed to be able to mount and ride other mobs that baby zombies, baby husks, gurgles, and baby frostbites[upcoming: Fourth Drop 2026] can ride but do not due to MCPE-234690.
This is due to the fact that in the zombie_villager_v2.json file, in the baby component group, it has the minecraft:type_family component, which has baby_undead, which makes the baby zombie villager able to ride mobs. However in the minecraft:entity_spawned event, the { "test": "has_component", "operator": "!=", "value", "minecraft:is_baby" } entity filter tries to prevent adding professions to babies, but filters like this only apply when in a "lifetime" event, not a spawning event. Thus, this filter has no effect on the baby zombie villagers that spawn. The component groups of the professions that zombie villagers have contain the minecraft:type_family components that override the baby component group's minecraft:type_family component, preventing baby zombie villagers being part of the baby_undead family, which prevents them from riding mobs. However, they are still part of the zombie family, and skeleton horses are rideable by mobs in said family, which means that baby zombie villager jockeys can only search for nearby skeleton horses to mount.
Using the /ride command, it is possible to make a "converted" baby zombie villager ride:
Adult chickens
Cows
Unsaddled adult pigs
Sheep
Mooshrooms
Untrusting ocelots
Untamed cats
Untamed wolves
Untamed adult horses
Untamed adult donkeys
Untamed adult mules
Adult skeleton horses
Untamed adult zombie horses
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
Villager variants
A zombie villager retains its biome outfit and profession after zombification from a villager. They also retain their trades. Zombie villagers with a profession cannot work at a job site block.
Below is a table listing the various biome outfits and professions, along with the specific job site block that each profession requires:
Profession |
Job Site Block |
Biome | ||||||
|---|---|---|---|---|---|---|---|---|
| Desert | Jungle | Plains | Savanna | Snowy | Swamp | Taiga | ||
| Unemployed | N/A | |||||||
| Armorer | ||||||||
| Butcher | ||||||||
| Cartographer | ||||||||
| Cleric | ||||||||
| Farmer | ||||||||
| Fisherman | ||||||||
| Fletcher | ||||||||
| Leatherworker | ||||||||
| Librarian | ||||||||
| Mason | ||||||||
| Nitwit | N/A | |||||||
| Shepherd | ||||||||
| Toolsmith | ||||||||
| Weaponsmith | ||||||||
Variant spawning
A zombie villager has variants depending on what biome it had spawned in, a Plains variant spawning in Sunflower Plains is an example.
Plains variant
Mushroom Fields
Ocean
Deep Ocean
Cold Ocean
Deep Cold Ocean
Lukewarm Ocean
Deep Lukewarm Ocean
Warm Ocean
Beach
Stony Shore
River
Plains
Sunflower Plains
Forest
Flower Forest
Birch Forest
Old Growth Birch Forest
Dark Forest
Pale Garden
Meadow
Cherry Grove
Stony Peaks
Deep Dark
Dripstone Caves
Lush Caves
Taiga variant
Jungle variant
Savanna variant
Snowy variant
Swamp variant
Desert variant
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 | |
| Iron Ingot[A] | 0–1 | 0.83% | 0.01 | 0–1 | 1.17% | 0.01 | 0–1 | 1.50% | 0.01 | 0–1 | 1.83% | 0.02 | |
| Carrot[A] | 0–1 | 0.83% | 0.01 | 0–1 | 1.17% | 0.01 | 0–1 | 1.50% | 0.01 | 0–1 | 1.83% | 0.02 | |
| Potato[A][B] | 0–1 | 0.83% | 0.01 | 0–1 | 1.17% | 0.01 | 0–1 | 1.50% | 0.01 | 0–1 | 1.83% | 0.02 | |
| Baked Potato[A][C] | 0–1 | 0.83% | 0.01 | 0–1 | 1.17% | 0.01 | 0–1 | 1.50% | 0.01 | 0–1 | 1.83% | 0.02 | |
| 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 | |
| Iron Ingot[A] | 0–1 | 1⁄120 | 1⁄120 | 0–1 | 7⁄600 | 7⁄600 | 0–1 | 3⁄200 | 3⁄200 | 0–1 | 11⁄600 | 11⁄600 | |
| Carrot[A] | 0–1 | 1⁄120 | 1⁄120 | 0–1 | 7⁄600 | 7⁄600 | 0–1 | 3⁄200 | 3⁄200 | 0–1 | 11⁄600 | 11⁄600 | |
| Potato[A][B] | 0–1 | 1⁄120 | 1⁄120 | 0–1 | 7⁄600 | 7⁄600 | 0–1 | 3⁄200 | 3⁄200 | 0–1 | 11⁄600 | 11⁄600 | |
| Baked Potato[A][C] | 0–1 | 1⁄120 | 1⁄120 | 0–1 | 7⁄600 | 7⁄600 | 0–1 | 3⁄200 | 3⁄200 | 0–1 | 11⁄600 | 11⁄600 | |
| 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) | ||
| Iron Ingot[A] | 0 | 119⁄120 (99.17%) | 593⁄600 (98.83%) | 197⁄200 (98.50%) | 589⁄600 (98.17%) | |
| 1 | 1⁄120 (0.83%) | 7⁄600 (1.17%) | 3⁄200 (1.50%) | 11⁄600 (1.83%) | ||
| Average | 1⁄120 (0.01) | 7⁄600 (0.01) | 3⁄200 (0.01) | 11⁄600 (0.02) | ||
| Carrot[A] | 0 | 119⁄120 (99.17%) | 593⁄600 (98.83%) | 197⁄200 (98.50%) | 589⁄600 (98.17%) | |
| 1 | 1⁄120 (0.83%) | 7⁄600 (1.17%) | 3⁄200 (1.50%) | 11⁄600 (1.83%) | ||
| Average | 1⁄120 (0.01) | 7⁄600 (0.01) | 3⁄200 (0.01) | 11⁄600 (0.02) | ||
| Potato[A][B] | 0 | 119⁄120 (99.17%) | 593⁄600 (98.83%) | 197⁄200 (98.50%) | 589⁄600 (98.17%) | |
| 1 | 1⁄120 (0.83%) | 7⁄600 (1.17%) | 3⁄200 (1.50%) | 11⁄600 (1.83%) | ||
| Average | 1⁄120 (0.01) | 7⁄600 (0.01) | 3⁄200 (0.01) | 11⁄600 (0.02) | ||
| Baked Potato[A][C] | 0 | 119⁄120 (99.17%) | 593⁄600 (98.83%) | 197⁄200 (98.50%) | 589⁄600 (98.17%) | |
| 1 | 1⁄120 (0.83%) | 7⁄600 (1.17%) | 3⁄200 (1.50%) | 11⁄600 (1.83%) | ||
| Average | 1⁄120 (0.01) | 7⁄600 (0.01) | 3⁄200 (0.01) | 11⁄600 (0.02) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| Rotten Flesh | 1.00 | 1.50 | 2.00 | 2.50 | |
| Iron Ingot[A] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Carrot[A] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Potato[A][B] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Baked Potato[A][C] | 0.01 | 0.01 | 0.01 | 0.02 | |
- ↑ a b c d Only when killed by a player or a tamed wolf.
- ↑ Only when not on fire and not killed with a weapon enchanted with Fire Aspect.
- ↑ Only when on fire or killed with a weapon enchanted with Fire Aspect.
| 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 | |
| Iron Ingot[A] | 0–1 | 0.83% | 0.01 | 0–1 | 1.17% | 0.01 | 0–1 | 1.50% | 0.01 | 0–1 | 1.83% | 0.02 | |
| Carrot[A] | 0–1 | 0.83% | 0.01 | 0–1 | 1.17% | 0.01 | 0–1 | 1.50% | 0.01 | 0–1 | 1.83% | 0.02 | |
| Potato[A] | 0–1 | 0.83% | 0.01 | 0–1 | 1.17% | 0.01 | 0–1 | 1.50% | 0.01 | 0–1 | 1.83% | 0.02 | |
| Music Disc Lava Chicken[A][B][C] | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | |
| 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 | |
| Iron Ingot[A] | 0–1 | 1⁄120 | 1⁄120 | 0–1 | 7⁄600 | 7⁄600 | 0–1 | 3⁄200 | 3⁄200 | 0–1 | 11⁄600 | 11⁄600 | |
| Carrot[A] | 0–1 | 1⁄120 | 1⁄120 | 0–1 | 7⁄600 | 7⁄600 | 0–1 | 3⁄200 | 3⁄200 | 0–1 | 11⁄600 | 11⁄600 | |
| Potato[A] | 0–1 | 1⁄120 | 1⁄120 | 0–1 | 7⁄600 | 7⁄600 | 0–1 | 3⁄200 | 3⁄200 | 0–1 | 11⁄600 | 11⁄600 | |
| Music Disc Lava Chicken[A][B][C] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |
| 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) | ||
| Iron Ingot[A] | 0 | 119⁄120 (99.17%) | 593⁄600 (98.83%) | 197⁄200 (98.50%) | 589⁄600 (98.17%) | |
| 1 | 1⁄120 (0.83%) | 7⁄600 (1.17%) | 3⁄200 (1.50%) | 11⁄600 (1.83%) | ||
| Average | 1⁄120 (0.01) | 7⁄600 (0.01) | 3⁄200 (0.01) | 11⁄600 (0.02) | ||
| Carrot[A] | 0 | 119⁄120 (99.17%) | 593⁄600 (98.83%) | 197⁄200 (98.50%) | 589⁄600 (98.17%) | |
| 1 | 1⁄120 (0.83%) | 7⁄600 (1.17%) | 3⁄200 (1.50%) | 11⁄600 (1.83%) | ||
| Average | 1⁄120 (0.01) | 7⁄600 (0.01) | 3⁄200 (0.01) | 11⁄600 (0.02) | ||
| Potato[A] | 0 | 119⁄120 (99.17%) | 593⁄600 (98.83%) | 197⁄200 (98.50%) | 589⁄600 (98.17%) | |
| 1 | 1⁄120 (0.83%) | 7⁄600 (1.17%) | 3⁄200 (1.50%) | 11⁄600 (1.83%) | ||
| Average | 1⁄120 (0.01) | 7⁄600 (0.01) | 3⁄200 (0.01) | 11⁄600 (0.02) | ||
| Music Disc Lava Chicken[A][B][C] | 1 | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) | |
| Average | 1 (1.00) | 1 (1.00) | 1 (1.00) | 1 (1.00) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| Rotten Flesh | 1.00 | 1.33 | 1.67 | 2.00 | |
| Iron Ingot[A] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Carrot[A] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Potato[A] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Music Disc Lava Chicken[A][B][C] | 1.00 | 1.00 | 1.00 | 1.00 | |
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.
Taken equipment
When a zombie villager dies, all of its picked-up equipment drops without changing the damage that has accumulated on it in Java Edition. In Bedrock Edition, the armor's durability is still vulnerable to attacks, as if a player is wearing it.
Naturally-spawned equipment
In Java Edition[1], a zombie villager can spawn with any of the following:
Carved Pumpkin [note 1]
Jack o'Lantern[note 1]
Iron Shovel (sometimes enchanted)
Iron Sword (sometimes enchanted)
Iron Spear (sometimes enchanted)
Random Armor (sometimes enchanted, made from leather, copper, gold, chainmail, iron or diamond)
Zombie villagers have an 8.5% chance of dropping their naturally-spawned equipment (other than Halloween pumpkins), and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Looting III).
- ↑ a b Zombie villagers spawn with pumpkins and jack o'lanterns[Java Edition only] only during Halloween.
Experience
Adult zombie villagers drop 5XP and baby zombie villagers drop 12XP when they are killed by a player or a tamed wolf. Any zombie villager that spawns with equipment drops an additional 1–3XP per item.
Behavior
Zombie villagers behave like ordinary zombies, except that they do not convert into drowned when submerged in water or into frostbites[upcoming: Fourth Drop 2026] when freezing in powder snow.
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, and can also spawn with unemployed or nitwit outfits. In Bedrock Edition, due to a bug, baby zombie villagers can have professions.
In Java Edition, zombie villagers are never spawned as part of a zombie siege, but if a zombie villager naturally spawns nearby, it will join the siege and behave like all other zombies.
Using spears
Zombie villagers wielding spears have different attacking behavior. When attacking, they use the spear's charge attack while moving toward their target. They hold the charge through its full duration, using all 3 stages. Once the charge attack has ended or they get too close to their target, they walk away to increase the distance between them and their target before turning around to begin another charge. If a zombie villager accidentally damages a neutral or hostile mob (except goats) with a spear's charge attack, the mob retaliates and attacks that zombie villager.
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.
- a threat to armadillos, causing them to hide in their shell.
As they are undead and do not grow up, golden dandelions do not work on baby zombie villagers.
Picking up items
Like zombies, some zombie villagers 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, zombie villagers pick up items that they happen to walk near. In Bedrock Edition, they actively search for and walk toward dropped items.
Standard zombie villagers can pick up all items except for glow ink sacs. Chicken jockey riders also cannot pick up any variant of an egg.
If the picked up item is armor, the zombie villager 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 zombie villager equips it to their offhand. It cannot use the shield to block incoming attacks, however.
If a zombie villager 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
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 villager equipped with a picked-up item becomes persistent and does not despawn, similar to being named.
Picked-up items do not cause the zombie villager to drop more experience when killed, unlike naturally-spawned gear.
In Bedrock Edition, due to a bug, zombies villagers, as well as zombies, husks, and drowned can also wear horse armor, nautilus armor, and wolf armor.[2]
Geared 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.
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.
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).
| Easy | Normal | Hard | |
|---|---|---|---|
| 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[note 3] | 1% | 1% | 5% |
| Weapon enchantment[note 2] | 0% | 0%-25%[note 1] | 3.125%-25%[note 1] |
If a zombie villager does spawn with armor, the chances of specific armor are as follows:
| 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 particular materials are:
| Armor type | Chance |
|---|---|
| Leather | 23.60% |
| Copper | 32.23% |
| Gold | 33.29% |
| Chain | 9.73% |
| Iron | 1.10% |
| Diamond | 0.04% |
Any zombie villager that spawns with equipment[Java Edition only] (picked-up items don't count) drops 1–3 extra experience per item.
Curing
Zombie villagers can be cured (converted to normal villagers) by first giving them the Weakness effect, which can be applied by:
- A splash potion of Weakness thrown by the player, a dispenser, or a witch.
- A lingering potion of Weakness thrown by the player or a dispenser.
- An arrow of Weakness shot by the player, a dispenser, or a parched.
- An area effect cloud caused by the explosion of a creeper inflicted with Weakness.[Java Edition only]
- The
/effectcommand, if cheats are enabled.
The weakened zombie villager must then be healed by using a (non-enchanted[3]) golden apple on it. The zombie villager begins to shudder to signal that curing is in progress. Also, the Weakness effect is removed, replaced by Strength for the duration of the curing process. An internal countdown timer is then started, counting down the total time to cure.
Time to cure is initially a random integer between 3600 and 6000 ticks (180 to 300 seconds, 3 to 5 minutes). On each tick, there is a 1% chance for the game to look for cure accelerants. It checks each block within a 9×9×9 cube centered on the villager for either iron bars or a bed (either half of a bed, detected separately; copper bars are ignored). For each one found up to 14, there is a 30% chance of decreasing the countdown timer by 1 more tick. Therefore, having at least 14 half-beds and/or iron bars within range speeds up conversion by an average of 4.2%.[4]
During the curing process, the zombie villager behaves like a normal zombie except that it gains Strength (with a potency that doesn't depend on the difficulty level). Thus, a zombie villager is more dangerous during curing than at other times.
At the end of the curing process, the zombie villager transforms into a villager and gains the Nausea effect for 10 seconds (which has no effect on the villager's behavior). If it was holding any item it picked up, that item is dropped (unless it was enchanted with Curse of Binding, in which case it remains in the villager's inventory but is not worn and does not drop if the villager is killed). If it was a baby before it was transformed into a zombie villager, it remains a baby after the cure. If it had traded with a player at least once, it recovers its former profession and inventory of trades. Otherwise, it recovers its profession but might immediately change it if it finds and claims a workstation block for a different profession.
A newly-cured villager, if it had a profession prior to being zombified, offers a trading discount to the player who administered the cure. These discounts are permanent. If a villager is cured more than once, no additional discounts are applied. Villagers near the cured villager are also affected but offer fewer, smaller discounts.
Zombie villagers that are in the process of converting do not despawn if the player moves far away from them, but like all monsters, they despawn if the difficulty is changed to Peaceful.
Specific to Java Edition
- If a zombie villager spawned as a nitwit or was a nitwit before it was transformed into a zombie villager, it remains a nitwit if cured.
- If cured, naturally spawned zombie villagers keep their profession for one tick then become unemployed.
- A cured villager gains both the permanent and the temporary but spreadable type of positive gossip from curing.
- There is a bug whereby if a zombie villager chicken jockey is recently cured, the baby villager will still ride the chicken. The rider will grow to a normal villager after 20 minutes and, if struck by lightning, can be turned into a witch jockey.
Specific to Bedrock Edition
- A former nitwit zombie villager becomes an unemployed villager and can learn a profession after the cure.
- 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).
- Saving and reloading the world causes the curing process to finish as soon as the chunk containing the villager is ticked. This does not happen if the player moves out of range, then returns: In that case, the countdown timer pauses until the player returns.
- After the curing process, naturally spawned zombie villagers can gain a different profession from the one they had while zombified.
Jockey

15% of nearby baby zombies, baby husks, gurgles, or baby frostbites[upcoming: Fourth Drop 2026] may ride an adult zombie villager to form a jockey.
Sounds
| Sounds | Closed captions | Description | Category | Details | » | Technical data | » | |||
|---|---|---|---|---|---|---|---|---|---|---|
| Volume | Pitch | Attenuation | Identifier | Translation key | ||||||
| Zombie Villager groans | Randomly | Hostile Mobs | 1.0 | JE: 0.8–1.2 Baby: 1.8–2.2 BE: 0.8–1.2 Baby: 1.3–1.7 | JE: 16 BE: ? | JE: entity.zombie_villager.ambientBE: mob.zombie_villager.say | subtitles.entity.zombie_villager.ambient | |||
| Zombie Villager hurts[until: JE 26.4] Zombie Villager is hurt[upcoming: JE 26.4] | When a zombie villager is damaged | 1.0 | JE: 0.8–1.2 Baby: 1.8–2.2 BE: 0.8–1.2 Baby: 1.3–1.7 | JE: entity.zombie_villager.hurtBE: mob.zombie_villager.hurt | subtitles.entity.zombie_villager.hurt | |||||
| Zombie Villager dies | When a zombie villager dies | 1.0 | JE: 0.8–1.2 Baby: 1.8–2.2 BE: 0.8–1.2 Baby: 1.3–1.7 | JE: entity.zombie_villager.deathBE: mob.zombie_villager.death | subtitles.entity.zombie_villager.death | |||||
| Footsteps | While a zombie villager is walking | JE: 0.15 BE: 0.45 | 1.0 Baby: 1.5[BE only] | JE: entity.zombie_villager.stepBE: mob.zombie.step | subtitles.block.generic.footsteps | |||||
| Zombie infects | When a zombie infects a villager[JE only] | 2.0 | 0.8–1.2 | 16 | entity.zombie.infect | subtitles.entity.zombie.infect | ||||
| Door shakes | While a zombie is breaking a wooden door | JE: 2.0 BE: 1.0 | JE: 0.8–1.2 BE: 1.0 | JE: 16 BE: ? | JE: entity.zombie.attack_wooden_doorBE: mob.zombie.wood | subtitles.entity.zombie.attack_wooden_door | ||||
| Door breaks | When a zombie breaks a wooden door | JE: 2.0 BE: 1.0 | JE: 0.8–1.2 BE: 1.0 | JE: entity.zombie.break_wooden_doorBE: mob.zombie.woodbreak | subtitles.entity.zombie.break_wooden_door | |||||
| JE: Turtle Egg stomped BE: None[sound 1] | When a zombie is jumping on turtle eggs | JE: Hostile Mobs BE: Players | 0.5 | JE: 0.9–1.1 BE: 0.9–1.0 | JE: entity.zombie.destroy_eggBE: fall.egg | JE: subtitles.entity.zombie.destroy_eggBE: None[sound 1] | ||||
| Zombie Villager snuffles | When a zombie villager begins curing | Hostile Mobs | 1.0–2.0 | 0.3–1.0 | JE: entity.zombie_villager.cureBE: mob.zombie.remedy | subtitles.entity.zombie_villager.cure | ||||
| Zombie Villager vociferates | When a zombie villager finishes curing | JE: 2.0 BE: 1.0–2.0 | JE: 0.8–1.2 BE: 0.3–1.0 | JE: entity.zombie_villager.convertedBE: mob.zombie.unfect | subtitles.entity.zombie_villager.converted | |||||
| Block broken[sound 2] | Unused[sound 3][JE only] | None | None | None | None | entity.zombie.attack_iron_door | subtitles.block.generic.break[sound 2] | |||
Data values
ID
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
zombie_villager | burn_in_daylightcan_breathe_under_waterignores_poison_and_regeninverted_healing_and_harmundeadwither_friendszombiessensitive_to_smite |
entity |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
zombie_villager | 44 |
armorerbutchercartographerclericfarmerfishermanfletcherleatherworkerlibrarianmobmonsternitwitshepherdstone_masontoolsmithundeadweaponsmithzombiezombie_villager | entity | |
zombie_villager_v2 | 116 |
armorerbaby_undeadbutchercartographerclericfarmerfishermanfletcherleatherworkerlibrarianmobmonsternitwitshepherdstone_masontoolsmithundeadunskilledweaponsmithzombiezombie_villager | entity |
Entity data
Zombie villagers 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
- [NBT List / JSON Array] Gossips: Pieces of gossip that can be exchanged between villagers when they meet. Is not preserved when removed.
- [NBT Compound / JSON Object] A piece of gossip.
- [Int] Value: The strength of the gossip.
- for
major_negative: weight -5, max 100, +25 if the villager sees you kill another villager, -10 every 20min, -10 when shared - for
minor_negative: weight -1, max 200, +25 when hit, -20 every 20min, -20 when shared - for
major_positive: weight 5, max 20, +20 when cured, does not decrease and never shared - for
minor_positive: weight 1, max 200, +25 when cured, -1 every 20min, -5 when shared - for
trading: weight 1, max 25, +2 per trade, -2 every 20min, -20 when shared
- for
- [Int Array] Target: The UUID of the player who caused the gossip, stored as four ints.
- [String] Type: An ID value indicating the type of gossip. The possible values are
major_negative,minor_negative,major_positive,minor_positive, andtrading.
- [Int] Value: The strength of the gossip.
- [NBT Compound / JSON Object] A piece of gossip.
- [NBT List / JSON Array] Inventory: Each compound tag in this list is an item in the villager's inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together are automatically condensed into one slot. If there are more than 8 slots, the last slot is removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot returns after the two other slots are combined.
- [NBT Compound / JSON Object] An item in the inventory, excluding the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [NBT Compound / JSON Object] An item in the inventory, excluding the Slot tag.
- [Long] LastGossipDecay: The last tick all gossip of the villager has decreased strength naturally.
- [Long] LastRestock: The last tick the villager went to their job site block to resupply their trades.
- [NBT Compound / JSON Object] Offers: Is generated when the trading menu is opened for the first time.
- [NBT List / JSON Array] Recipes: List of trade options.
- [NBT Compound / JSON Object] A trade option.
- [NBT Compound / JSON Object] buy: The first 'cost' item, without the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [NBT Compound / JSON Object] buyB: Optional. The second 'cost' item, without the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [Int] demand: The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.
- [Int] maxUses: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.
- [Float] priceMultiplier: The multiplier on the [Int] demand price adjuster; the final adjusted price is added to the first 'cost' item's price.
- [Byte] rewardExp: 1 or 0 (true/false) – Whether this trade provides XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs.
- [NBT Compound / JSON Object] sell: The item being sold for each set of cost items, without the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [Int] specialPrice: A modifier added to the original price of the first 'cost' item.
- [Int] uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
- [Int] xp: How much experience the villager gets from this trade.
- [NBT Compound / JSON Object] buy: The first 'cost' item, without the Slot tag.
- [NBT Compound / JSON Object] A trade option.
- [NBT List / JSON Array] Recipes: List of trade options.
- [Int] RestocksToday: The number of restocks a villager has done in 10 minutes from the last restock, or
0if the villager has not restocked in the last 10 minutes. When a villager has restocked twice in less than 10 minutes, it waits at least 10 minutes for another restock. - [NBT Compound / JSON Object] VillagerData: Information about the villager’s type, profession, and level.
- [Int] level: The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
- 1: Novice
- 2: Apprentice
- 3: Journeyman
- 4: Expert
- 5: Master
- [String] profession: A resource location indicating the villager's profession; see Villager § Professions.
- [String] type: A resource location indicating the villager's type; see Villager § Appearance. Represents the
minecraft:villager/variantcomponent.
- [Int] level: The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
- [Byte] VillagerDataFinalized: This field is seemingly only used by the game's data fixer, and is always
1bfor villagers and zombie villagers spawned in 26.1 Snapshot 1 and later. - [Int] Xp: How much experience the villager currently has, increases with trading in various amounts.
- 0 to 9: Novice
- 10 to 69: Apprentice
- 70 to 149: Journeyman
- 150 to 249: Expert
- 250 and more: Master
- [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.
- [Int] 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.
- [Int Array] ConversionPlayer: The UUID of the player who started curing the zombie, stored as four ints.
| Type | Data value |
|---|---|
minecraft:desert
| |
minecraft:jungle
| |
minecraft:plains
| |
minecraft:savanna
| |
minecraft:snow
| |
minecraft:swamp
| |
minecraft:taiga
|
| Profession | Data value |
|---|---|
minecraft:armorer
| |
minecraft:butcher
| |
minecraft:cartographer
| |
minecraft:cleric
| |
minecraft:farmer
| |
minecraft:fisherman
| |
minecraft:fletcher
| |
minecraft:leatherworker
| |
minecraft:librarian
| |
minecraft:nitwit
| |
minecraft:none
| |
minecraft:mason
| |
minecraft:shepherd
| |
minecraft:toolsmith
| |
minecraft:weaponsmith
|
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 | ||
| Diamonds to you! | Throw diamonds at another player. | Drop a diamond. Another player or a zombie must then pick up this diamond. | 15 | 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). | 40 | Gold | ||
| 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. |
Videos
History
Java Edition
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.4.2 | 12w32a | ||||||
| 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.[5][6] | ||||||
| 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.[7] | |||||||
| 12w37a | |||||||
| 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 | |||||||
| 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 ZombieType tag not allowing invalid villager professions.
| |||||
| 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 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.[8] | |||||||
| Zombie villagers can no longer spawn from normal zombie spawn eggs. | |||||||
| 16w32b | |||||||
| 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. | ||||||
| 18w19a | Zombie villagers now sink in water. | ||||||
| Zombie villagers no longer drown underwater. | |||||||
| 1.14 | 18w50a | Zombie villagers now have new skins, corresponding to biome and profession. | |||||
| Cured zombie villagers now retain their trades. | |||||||
| 1.15 | 19w37a | Mobs that spawn wearing carved pumpkins or jack o'lanterns on Halloween no longer drop them. | |||||
| 19w41a | Zombie villagers that were converted from villagers are supposed to no longer despawn. However, they still do.[9] | ||||||
| 19w46a | Baby zombie villagers can now be spawned by using a zombie villager spawn egg on an existing zombie villager.[10] | ||||||
| 1.16 | 20w06a | Zombie villagers that were converted from villagers no longer despawn.[9] | |||||
| 1.17 | 21w11a | ||||||
| 21w13a | Legacy zombie villager texture[11] 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 | pre1 | Zombie villagers no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid. | |||||
| 1.18 | 21w41a | The profession textures of Zombie Armorer and Zombie Weaponsmith have been changed. | |||||
| 1.19 | 22w17a | The sole textures of the Jungle, Plains, Savannna, and Snowy and arms of Weaponsmith have been changed. | |||||
| 1.20.2 | 23w31a | Villagers no longer offer additional discounts after being cured more than once [12] | |||||
| 1.20.3 | 23w40a | Zombie villagers are now part of the #can_breathe_under_water, #undead and #zombies tags. | |||||
| 1.21.2 | 24w33a | Zombie villagers now spawn more zombie villagers as zombie reinforcements instead of regular zombies.[13] | |||||
| Now naturally spawn with armor in the order of (most likely to least likely): helmet, chestplate, leggings, boots.[14] | |||||||
| 1.21.11 | 25w41a | Zombie villagers can now use spears. | |||||
| 26.1 | snap1 | Leader zombie villagers now spawn with their maximum health instead of 20 health.[15] | |||||
| snap7 | |||||||
| 26.2 | snap5 | The heights of baby zombie villagers have been changed from 0.99 blocks to 0.98 blocks, to match Bedrock Edition. | |||||
Bedrock Edition
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.12.1 | build 1 | ||||||
| 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 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. | |||||
| Pocket Edition | |||||||
| 1.1.0 | alpha 1.1.0.9 | Zombie villagers now have their own sounds. | |||||
| Bedrock Edition | |||||||
| ? | Baby zombie villagers can no longer mount adult zombie pigmen. | ||||||
| 1.4.0 | beta 1.2.20.1 | Baby zombie villagers now burn in daylight. | |||||
| 1.5.0 | beta 1.5.0.0 | Zombie villagers now sink underwater. | |||||
| beta 1.5.0.4 | Zombie villagers now attack baby turtles and stomp on turtle eggs. | ||||||
| 1.8.0 | beta 1.8.0.8 | Baby zombie villagers can now mount pandas and stray cats. | |||||
| 1.10.0 Experiment | beta 1.10.0.3 | Zombie villagers are now split into 2 different mobs, new zombie villagers (which are only available behind Experimental Gameplay) 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. | |||||||
| 1.11.0 | beta 1.11.0.3 | The new zombie villagers are now available outside of Experimental Gameplay. | |||||
| 1.12.0 | beta 1.12.0.2 | The new zombie villagers now have sounds. | |||||
| 1.13.0 | beta 1.13.0.1 | The old zombie villagers no longer spawn naturally. However, they still exist. | |||||
| 1.16.0 | beta 1.15.0.51 | Zombie villagers can no longer break iron doors.[16] | |||||
| beta 1.16.0.51 | Zombie villagers now have ability to pick up items. | ||||||
| 1.17.30 | beta 1.17.30.20 | Zombie villagers 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 zombie villagers that spawn can now break doors, instead of all of them.[17] | |||||
| 1.20.30 | Preview 1.20.30.21 | Zombie villagers being cured back into villagers more than once no longer offer additional discounts after. | |||||
| 1.20.40 | Preview 1.20.40.20 | Zombie villager curing time is no longer a set value of 2000 ticks, and is instead a random value between 3600 and 6000 ticks. | |||||
| 1.21.60 | Preview 1.21.60.21 | Zombie villagers that spawn in mangrove swamps now use the swamp skin. | |||||
| 1.21.130 | Preview 1.21.130.26 | Baby zombie villagers can no longer mount other mobs as jockeys. | |||||
| Preview 1.21.130.27 | Zombie villagers can now pick up spears and use their charge attack. However, unlike Java Edition, they cannot spawn holding iron spears. | ||||||
| 26.0 | Preview 26.0.23 | Zombie villagers are now part of the monster spawn category. | |||||
| Preview 26.0.27 | Due to a bug, baby zombie villagers can still not mount mobs as jockeys.[18] | ||||||
| 26.10 | Preview 26.10.23 | ||||||
| Preview 26.10.24 | Baby zombie villagers no longer raise their arms when holding items.[19] | ||||||
| 26.20 | Preview 26.20.22 | The hitboxes of baby zombie villagers have been changed, to closely match Java Edition.[20] | |||||
Legacy Console Edition
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU14 | CU1 | 1.04 | 1.00 | 1.00 | Patch 1 | 1.0.1 | |
| 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 | 1.12 | 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. | |||||||
| When damaged, zombie villagers now have a low chance to spawn more zombies. | |||||||
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Baby zombie villagers now drop experience. | |
| Added zombie villager chicken jockeys – a rare version of the baby zombie villager. | |||||||
| Zombie villagers now drop a zombie head when killed by a charged creeper. | |||||||
| TU43 | CU33 | 1.36 | 1.36 | 1.36 | Patch 13 | A zombie villager can now be found in igloo basements. Since the new zombie villager skins were not added yet, the zombie villager received a random profession when cured. | |
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | ||
| When the curing process of zombie villagers finishes, they now make the same sound as when the curing process starts. | |||||||
| The zombie villager in igloo basements is now a cleric. | |||||||
| TU54 | CU45 | 1.57 | 1.56 | 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. |
| TU56 | CU47 | 1.55 | 1.55 | 1.55 | Patch 26 | 1.0.6 | Zombie villagers now spawn in abandoned villages. |
| TU60 | CU51 | 1.64 | 1.64 | 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 | 1.76 | 1.76 | Patch 38 | Zombie villagers now have their own sounds. | ||
| Zombie villagers now sink in water. | |||||||
| Zombie villagers no longer drown underwater. | |||||||
| 1.91 | Zombie villagers now have new skins, corresponding to biome and profession. | ||||||
New Nintendo 3DS Edition
| New Nintendo 3DS Edition | |||||||
|---|---|---|---|---|---|---|---|
| 0.1.0 | |||||||
Data history
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.9 | 15w35a | A new VillagerProfession tag that determines what profession the zombie villager is, as well its profession when cured, has been added. | |||||
| 1.11 | 16w32a | The entity ID Zombie has been changed to zombie, zombie_villager and husk for those respective mobs.
| |||||
The ZombieType, IsVillager tag has been removed and the Profession tag to the zombie_villager has been added, and the ConversionTime has been made to apply to zombie_villager only.
| |||||||
Setting the Profession tag to 5 now makes green-robed villagers. | |||||||
| 1.12 | 17w14a | Added ConversionPlayerLeast and ConversionPlayerMost tags to the zombie villager, for the purpose of the minecraft:cured_zombie_villager trigger for advancements. | |||||
| 1.13 | 17w47a | Numeric IDs for entities were presumably deprecated in this version. | |||||
Issues
Issues relating to "Zombie Villager" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia
- When a zombie villager wears a carved pumpkin or jack o'lantern, its head is so tall that it pokes out the top of the pumpkin.
- In Java Edition, zombie villagers have a glitched design when using the programmer art resource pack.[21]
- In Bedrock Edition, when a zombie villager holds a trident, the hand that holds the trident lowers.
- In Bedrock Edition, if a zombie villager is summoned using the
/summoncommand with an invalid spawn event, a generic zombie villager spawns with the following issues.- They are not in any family.
- They move extremely fast.
- In Bedrock Edition, the icon for the achievement "Zombie Doctor" uses the old zombie villager texture.
- Curing a zombie villager chicken jockey is the only way to get a villager riding a chicken without the use of commands.[22][Java Edition only]
- Green-colored zombies are also present in Minicraft, a 2D Minecraft-inspired game also created by Markus Persson.
- In Java Edition, the rarest mob is a baby zombie villager riding a chicken, with 3 pieces of enchanted diamond armor, an enchanted iron sword and a jack o'lantern on its head. It has approximately a 1 in 948 trillion (948,148,148,148,148) chance to spawn and can be found only during Halloween, as this is when mobs can spawn wearing jack o' lanterns.
Gallery
Textures
-
Base texture file -
Desert overlay texture file -
Jungle overlay texture file -
Plains overlay texture file -
Savanna overlay texture file -
Snow overlay texture file -
Swamp overlay texture file -
Taiga overlay texture file -
Armorer overlay texture file -
Butcher overlay texture file -
Cartographer overlay texture file -
Cleric overlay texture file -
Farmer overlay texture file -
Fisherman overlay texture file -
Fletcher overlay texture file -
Leatherworker overlay texture file -
Librarian overlay texture file -
Mason overlay texture file -
Shepherd overlay texture file -
Toolsmith overlay texture file -
Weaponsmith overlay texture file -
Nitwit overlay texture file -
Baby base texture file -
Baby desert overlay texture file -
Baby jungle overlay texture file -
Baby plains overlay texture file -
Baby savanna overlay texture file -
Baby snow overlay texture file -
Baby swamp overlay texture file -
Baby taiga overlay texture file
Renders
-
A targeting zombie villager -
The base skin for all zombie villagers. This is never seen in-game -
The bask skin for all baby zombie villagers. This is never seen in-game -
A baby zombie villager holding a iron sword and wearing full diamond armor riding a chicken. This is one of the rarest mobs
Halloween
-
A zombie villager wearing a carved pumpkin -
A zombie villager wearing a jack o'lantern
Screenshots
-
A zombie villager wearing a wither skeleton skull -

-
Zombie villagers from 18w50a -
A zombie villager in a full set of golden armor -
A comparison of zombie villagers wearing golden armor between Java and Bedrock editions -
A zombie villager can be seen outside wearing an enchanted diamond helmet and chestplate. -
A zombie village during the day. Multiple zombie villagers can be seen burning. -
A zombie villager wearing a pumpkin on Halloween -
A zombie villager encountered in the wild -
A zombie villager under a tree -
A savanna zombie villager wearing a carved pumpkin -
A zombie villager and a baby zombie villager in a abandoned village
In other media
-
A zombie villager in promotional artwork for the Pretty Scary Update -
Pixel art of a savanna zombie villager -
The zombie villager about to get hit with a splash potion of weakness -
The zombie villager being fed a golden apple -
A zombie villager (referred to as simply a zombie) as it appears in Minecraft Legends -
Several 2D animated Legends zombies featured in a LoFi Minecraft melody[23] -
LEGO Minecraft classic Zombie Villager -
LEGO Minecraft taiga Zombie Villager -
LEGO Minecraft taiga Zombie farmer -
The traitor zombie villager in 25w14craftmine -
Zombie villager art
References
- ↑ MCPE-174944 – Zombie villagers never spawn with armor or weapon
- ↑ MCPE-233468 – Zombies and their variants can wear Wolf, Horse, and Nautilus Armor
- ↑ MC-107909 – Can't cure zombie villager with enchanted golden apple – resolved as "Works As Intended".
- ↑ https://youtube.com/watch?v=CYIAfv291k4
- ↑ https://twitter.com/jeb_/status/240381873480687616
- ↑ http://www.reddit.com/r/Minecraft/comments/yrjp8/zombies_can_pick_up_items_from_the_ground_in_the/c5y7uma
- ↑ https://twitter.com/Dinnerbone/status/243645556872855552
- ↑ MC-106146 – resolved as "Works As Intended".
- ↑ a b MC-159300
- ↑ MC-2871
- ↑
/assets/minecraft/textures/entity/zombie/zombie_villager.png - ↑ MC-181190
- ↑ MC-14800
- ↑ "[MC-182478] Mob armor generates starting with boots rather than helmet – Jira" – Mojira, May 5, 2020.
- ↑ MC-219981 – Leader zombie-type mobs spawn with 20 health despite having increased max health – resolved as "Fixed".
- ↑ MCPE-43725 – resolved as "Fixed".
- ↑ MCPE-79636 – resolved as "Fixed".
- ↑ MCPE-234690
- ↑ MCPE-236381 – resolved as "Works As Intended".
- ↑ MCPE-236077
- ↑ MC-140954 – Zombie villager fists render around the head while using Programmer Art texture pack
- ↑ MC-200418 – Cured baby zombie villagers stay as jockey variant
- ↑ "Minecraft LoFi: Laid back lutes for leading the charge" – Minecraft on YouTube, September 18, 2023






