Custom Mobs

Last updated Aug 1, 2026

Custom Mobs

Overworld mobs, four raid bosses, and an optional examples folder.

Custom Mobs comes in three parts. The overworld library is a large roster of themed families that spawn alongside vanilla mobs. The four raid bosses are a separate layer for group fights, spawned on demand when your group is ready. The download also includes an optional Soaps Examples folder if you want to see how any of the mobs are put together. Overworld spawns and raid bosses work independently, so running one without the other is fine.

Shader landscape over Custom Mobs terrain Shader landscape over Custom Mobs terrain

The world these mobs inhabit

How It Plays

Overworld mobs sit next to vanilla ones rather than replacing them. Each family covers a different role. Ironspire show up as a banner-carrier that summons a squad of Bladeguards and Windpiercers. The zombie variants each run their own trick, from throwing you around to planting mines to stacking bleed. Rarer entries like the Forest Guardian or Shadowcaster show up seldom enough that running into one still stands out.

Raid bosses are their own thing. You spawn them on purpose, either with a command or by wiring one into an arena event. Every boss brings its own minion squad, cycles through its own skill rotation, and hits a healing or rage phase at low health so the group has to actually push through rather than outlast.

Overworld Families

Every mob in the pack is listed below, organized by family.

Creepers

Eleven takes on the same basic routine. Most of them still detonate the vanilla way. The rest have their explosion radius stripped down to nothing and drop a hazard, an ore vein, or a burst of flowers where they went off instead.

Charged Creeper

Supercharged variant with a much bigger blast radius than a normal creeper.

Undeadly Creeper

Fast-fuse creeper that is blocked from detonating on its own. Hisses up to you and then just sits there. You have to kill it.

Bluff Creeper

Hisses the whole approach and then pops with zero blast radius. Sprays a burst of flowers when it dies.

Ore Creeper

Zero-radius creeper. On death it turns the stone around it into random ore blocks. Skips protected land.

BIG BOOM

Oversized creeper with a huge blast radius and a long fuse. Very hard to get away from in the open.

Venom Creeper

Doesn't damage on death. Leaves a poison zone under itself that damages and poisons anyone standing in it for a few seconds.

Frostbite Creeper

Doesn't damage on death. Leaves a patch of packed ice that slows, damages, and freezes anyone standing in it.

Magma Creeper

Doesn't damage on death. Leaves a patch of magma blocks that burns and weakens anyone standing on it.

Void Creeper

Doesn't damage on death. Leaves a patch of sculk that damages and stacks blindness, darkness, and infested on anyone inside.

Scamper Creeper

Half-size creeper with a small blast. Runs you down before you can put space between you.

Mini Creeper

Fifth-size creeper with a tiny blast. Individually harmless, easy to lose track of in a group.

Mini Creeper Mini Creeper

Mini Creeper

Crystals

One crystal per dimension. They can't be damaged. You right-click to try to collect a loot tier, but the crystal has a chance to detonate on you instead of paying out, and it teleports away when players get too close.

Overworld Crystal

Green crystal in the overworld. Teleports away when players close in. Small chance to detonate on the collector instead of dropping loot.

Nether Crystal

Red version in the Nether. Better loot tiers, and about twice as likely to blow up on you.

End Crystal

Magenta version in the End. Best loot, highest chance to detonate on the collector.

Overworld, Nether, and End crystals Overworld, Nether, and End crystals

Overworld, Nether, and End crystals

Dummy

A stationary target that just stands there. Nothing to worry about.

Dummy

Doesn't move, doesn't hit back. Handy when you want to check what your damage actually looks like or see how a skill times out.

Dummy mob with health display Dummy mob with health display

Dummy

Endermans

Three ender variants. One brings its own swarm, one you never see, and the swarm add itself.

Phasma

Vanilla-style enderman that spits out an Endermite Minion or two each time it teleports. On death it detonates in expanding rings that apply wither and darkness to anyone caught in them.

Endermite Minion

Small, fast swarm add. Phasma spawns a few whenever it teleports or dies.

Invisible Enderman

Fully silent and permanently invisible. Just a vanilla enderman you never see coming.

Ironspire Clan

An armored faction that spawns as a squad. The Overlord shows up on top of a Stormrider ravager with a Warbearer at its side, and the Warbearer's banner pulls in the Bladeguards and Windpiercers that make up the rest of the pack.

Ironspire Overlord

The commander. Rides a Stormrider ravager into the fight and lands sweep-attack projectiles that throw players and deal heavy damage. When it dies, the ravager under it drops in a lightning burst.

Ironspire Stormrider

The Overlord's ravager mount. Hits hard whenever a player gets right on top of it, and despawns with lightning once the Overlord goes down.

Ironspire Bladeguard

Axe-and-shield fighter with a full armor kit. Melees in close and fires sweep-attack projectiles at range that throw players back.

Ironspire Windpiercer

Long-range archer in matching armor. Picks players off with vanilla bow fire from up to fifty blocks out.

Ironspire Warbearer

Banner-carrying summoner. Brings up to four Bladeguards and four Windpiercers with it on spawn. Kill the Warbearer and the pack it called drops in a lightning strike.

Ironspire Overlord leading the clan Ironspire Overlord leading the clan

Ironspire Overlord and clan

Lucky Villager

A rare baby villager and the pillager that shows up when the interaction goes wrong. Right-click for a chance at loot, but hitting it flips it into the pillager version, and the right-click itself has a small chance to do the same.

Lucky Villager

Baby villager that wanders toward players and says a line. Right-click once to drop its loot. Only pays out to the first player who interacts with it.

Lucky Evil Villager

Pillager with a netherite axe that replaces the Lucky Villager if you hit it, or roughly one time in ten if you right-click. Doubles up its sweep attack for a fast burst of damage.

Lucky Villager wandering Lucky Villager wandering
Lucky Villager speaking to the player Lucky Villager speaking to the player
Lucky Villager dropping reward items Lucky Villager dropping reward items
Lucky Evil Villager Lucky Evil Villager

Wandering, speaking, rewards, and the evil lookalike

Misc

The one-offs. These don't slot into any of the other families and each one runs on its own set of rules.

Water Sphere

Invisible water creature that fires bursts of water bolts at nearby players. Each hit slows and weakens for a few seconds.

Sam the Snowman

Tougher snow golem that hurls snowballs. Freezes and weakens on hit. Once its health drops it switches from a single shot to a triple-shot spread. Weak to fire and lava.

Alpha Wolf

Larger rusty wolf. When combat starts it howls, summons a pack of angry wolf pups, and buffs them with strength. Only calls the pack once, and only if there aren't already a bunch of pups around.

End Witch

Witch that throws two kinds of projectiles at range. Every hit stacks a random negative status pulled from ten options, including poison, wither, blindness, levitation, hunger, and weakness.

Hardcore Pillager

Iron-axe melee pillager. Hits harder every time you knock it lower on health, and yanks escaping players back into range with a hook.

Lava Cube

Giant magma cube that splits into smaller versions when it dies, then into even smaller ones after that. Ignites on hit, and drops a patch of magma blocks under itself when standing on netherrack or soul sand.

Stinger Bee

Kamikaze bee. One sting takes a chunk of your max health and stacks heavy slowness and poison, then the bee starts damaging itself and dies a few seconds later.

Tank

Armored wither skeleton that resists almost every damage type in the game. Breaks shields on hit, and periodically charges through the group with a sweep attack.

End Blaze

Invisible silent bat that floats around firing purple projectiles that explode on impact. Every few seconds it locks in place and unloads a full burst of them.

Tornado

More of a hazard than a fight. Invisible, immune to every damage type, and pulls anyone nearby into its center while damaging them as they close.

Poison Frog

Leaps at players and poisons on landing. Between jumps it spits ranged poison projectiles.

Rancie

Vanilla-looking pig with ten hit points. Kill it and it strikes with lightning, turning into an axe-wielding piglin that's a lot tougher than the pig was.

Shifter

Drowned that teleports onto players when it's standing in water or when it's raining. Pulls the target in and follows up with a shield-breaking slam.

Alien Meteor

Delivery system for the Alien. Rains meteor projectiles that spawn Alien Minions where they land, and finishes by dropping the Alien itself.

Alien

Boss-tier zombie that hits hard in melee and shrugs off fire. Only takes real damage from players carrying amethyst shards. The more shards in your inventory, the more damage you deal.

Alien Minion

Baby version summoned by the meteor drops. Same amethyst weakness as the Alien and the same chance to poison on hit.

Aggressive Strider

Fast strider that ignites on melee and heals from fire and lava. When it's standing in lava it fires a flame projectile that burns and weakens whoever it hits.

Shadowcaster

Goes invisible when combat starts and pulses expanding rings of slowness and blindness around itself. Then equips a netherite axe and fires sculk projectiles that darken your screen on hit.

Lifewisp Guardian

Sniffer that heals nearby players and animals below 90% health with a stream of cherry-blossom projectiles. Doesn't heal other mobs.

Arid Marauder

Desert husk that summons a run of dust-devil projectiles at the nearest player. Each one damages and throws you as it travels through.

Forest Guardian

Rare iron golem that shoots a line of roots along the ground toward its target. The roots damage anything they pass over and poison whoever they finally hit.

Water Sprite

Tiny guardian that only fights while in water. Fires wave projectiles that pull players in and pile up damage, then switches to a rapid-fire volley when its health drops below half.

Ghost

Invisible flying baby zombie that phases through cover. Its melee ignores shields, and it periodically fills the area with darkness and slowness while draining health from nearby players.

Windborn Sentinel

Breeze variant. Fires wind-burst projectiles that throw you back, keeps a cyclone barrier orbiting itself, and drops an updraft that lifts anyone standing under it into the air.

Stinger Bee Stinger Bee
Ghost Ghost
Tank Tank

Stinger Bee, Ghost, and Tank

Pinata

Barely a fight, mostly a prize. Good for player events where you want a payout.

Pinata

Barely fights back. Every hit sprays out random loot, and it drops the rest of its stash when it finally dies. Best used as the reward target for a player event.

Single Pinata mob Single Pinata mob
Pinata mob swarm and loot Pinata mob swarm and loot

One Pinata, then a full swarm drop

Skeletons

Four skeletons that push back on anyone trying to sit at range or stand out in the open.

Sniper Skeleton

Long-range archer whose shots do heavy single-arrow damage. Every few seconds it calls down a rain of arrows that damage on landing and randomly teleport whoever's caught in it.

Archer Skeleton

Boss-scale archer. Fires wide arrow volleys, launches a special projectile that stacks mining fatigue, and puts up a projectile-deflecting shield once its health drops below half.

End Skeleton

Spawns randomly with a sword or a bow. Teleports to whoever it's targeting, stacks wither on every attack, and throws up an orbital shield when it takes damage.

Toxic Archer

Bogged archer whose arrows apply poison and hunger. Puffs out a toxic cloud that damages and poisons the ground when it dies.

Spiders

Three spiders. Two you won't see coming, and the third pins you before it hits.

Invisible Spider

Always invisible and silent. Fires a poison projectile that spawns a small pack of vanilla spiders wherever it lands.

Invisible Cave Spider

Cave spider version. Always invisible and silent. Its poison projectile spawns a nest of vanilla cave spiders where it hits.

Webber Spider

Fires a cobweb block projectile that traps players inside a patch of web, then keeps teleporting them back in if they try to break out.

Zombies

Fifteen zombies, each with its own trick. The Horde Summoner is a one-shot spawner that dumps a whole pack of Zombie Hordes in at once, with a small chance to seed in one of the more dangerous variants alongside them.

Horde Summoner

Invisible spawner. On arrival it drops between two and six Zombie Hordes at once, with a small chance to also throw in one of the specialist zombies. Removes itself immediately after.

Zombie Horde

Standard zombie that shows up as part of a pack. Rare chance to inflict a bleed on a swing, and slows targets when five or more of them are attacking together.

Explosive Zombie

Doesn't explode on contact. Goes through a short primed windup after it dies and then detonates. Killing one in a tight spot or right next to a teammate is its own hazard.

Runner Zombie

Faster than vanilla, and every few seconds it gets a short speed burst on top. No tricks. Closing the distance is the whole idea.

Jumper Zombie

Winds up briefly and then lunges across the gap at whoever it's targeting, damaging everyone caught in the landing.

Thrower Zombie

Grabs the nearest player and hurls them straight up and back. No projectiles. You're the one being thrown.

Hider Zombie

Silent, invisible zombie that paints the ground under itself into dirt-path blocks so it blends into the terrain. Easy to walk right past.

Skilled Zombie

Boss-scale zombie. Bashes players away with a slowing hit, then teleports out and lobs a chain of slowness, darkness, poison, and instant-damage splash potions from range.

Stunner Zombie

Small and barely hits for anything on its own. Its death releases a lightning burst that slows every monster, animal, and player within range for several seconds.

Scrambler Zombie

Doesn't attack. Flees from players toward any items on the ground and yeets them off in random directions.

Bomber Dummy

Invisible proximity mine placed by a Bomber Zombie. Sits still until someone walks near it, then detonates and throws them. Cleans itself up after about twenty seconds.

Bomber Zombie

Runs around dropping invisible Bomber Dummies behind itself every few seconds. Anyone who chases straight through them takes the hit instead of the zombie.

Ninja Zombie

Kits up with ninja armor and dual iron hoes when combat starts. Teleports onto its target every few seconds and spins in place to hit.

End Zombie

End-themed zombie that applies wither on every hit. Throws up a wither and darkness orbital shield when it takes damage, and punishes anyone who keeps landing hits on it with a bigger wither strike.

Cave Miner Zombie

Charges players, then plants a huge, incendiary TNT block on itself and vanishes. Skips the trick inside protected land.

Biome Custom Mobs

Twenty-three extra mobs, each tied to a specific biome. They're meant to sit next to the main overworld library and use the same MythicMobs setup, and they start showing up in their matching biomes as soon as the Biome Custom Mobs pack is installed on top of Custom Mobs.

Biome Roster

Plagueborn

Zombie that occasionally summons a small pack of Plagelings while it fights.

Plagelings

Short-lived baby zombies spawned by a Plagueborn. Roll into a random light armor set on spawn and clean themselves up after about a minute.

Triskull

Skeleton that fires three arrows at its target in quick succession.

Bonecaller

Permanently burning skeleton, immune to fire. Ignites you on melee, and throws a heavy bone projectile at range.

Aegiskeeper

Skeleton with dual shields and a full armor kit. Blocks hits that come from the front, and periodically dashes forward with a sweep attack.

Carrotyrant

Giant killer rabbit. Buffs itself with speed and jump boost, and hurls carrots at players that slow and throw them back.

Hornstorm

Goat with a ram attack that hits hard and throws its target.

Dimenshadow

Phantom that periodically summons Voidlings alongside itself.

Voidling

Small fast vex, only ever spawned by a Dimenshadow. Despawns after a minute.

Mycobull

Oversized mooshroom that slaps the player who kills it with a random potion effect. Could be a buff, could be poison or wither.

Abyssguard

Elder guardian that summons Abysskin at half health.

Abysskin

Guardian minion summoned by the Abyssguard. Slows on hit.

Gloomer

Large slime that spawns four to eight Gloopsters when it dies. Vanilla splitting is disabled, so the split only fires on death.

Gloopster

Small slime, only ever spawned when a Gloomer dies.

Knocklin

Hoglin whose attack has a strong chance to armor-pierce and throw its target across the fight.

Pyroclast

Blaze with a four-layer orbital shield. Each layer absorbs one hit before breaking. Fires fire charges that weaken and ignite, and burns anything standing within a few blocks.

Straybear

Polar bear. Roars a slowing wave at mid range, then rushes in with a speed buff for a heavy melee slam that throws you.

Eclipsion

Enderman that teleports to its target and launches a dragon fireball at them.

Hexblade

Heavily armored zombie with a pair of orbital iron-sword hexes and a matching sword projectile. Everything it lands poisons on hit.

Blastborn

Explosion-immune zombie that lobs TNT projectiles at range. Detonates on impact or when it lands.

Frostbeast

Cold-themed blaze that fires snowballs at up to two nearby players. Each hit damages, slows, and freezes for several seconds.

Voidmaw

Enderman that teleports the player it hits five to fifteen blocks away every swing.

Dreadmaul

Piglin brute that trades raw damage for slowdown. Every hit stacks another level of slowness on its target, up to a crawl.

Raid Bosses

Four bosses meant for organized group fights. Each one brings its own minion squad, moves through distinct phases as its health drops, and asks the group to read the fight rather than just hit hard. Use the egg command under each boss to spawn one on demand, or wire them into a proper space with the Custom Mobs Addon.

The Eye

An ancient watcher. Whatever it sees, it can hit.

The Eye boss The Eye boss

The Eye hovers above the arena, invisible except for the giant eye that serves as its head. Every few seconds it pulls a random skill out of its rotation and rolls a new attack pattern for the group to deal with, and it's immune to explosions, wither, magic, fall, drowning, and lightning damage. At around 25% health it heals itself once and shifts into its second phase, adding a singularity attack to the rotation. Below 15% it starts its death sequence. Exploders rush the group in close, Turrets pin players from range, Fighters skirmish in melee, and the Tornado pulls anyone trying to hold position.

Minions
Exploder Turret Fighter Tornado
/mm egg get THE_EYE

The Greatest Knight

Armored legend. Honor stops mattering when you're this good.

The Greatest Knight The Greatest Knight

The Greatest Knight is a straight melee threat. He takes 1.4x incoming attack damage, so hits land hard on him, but he heals from wither, poison, and magic and shrugs off fire, lava, and drowning. His rotation layers combats and shield bashes on his target, calls in Knight Minions to skirmish and a stationary Turret to snipe from behind, and occasionally spawns Phantom Echoes that mirror his attacks for a few seconds each. At around 15% health he heals himself once. Pushing through that window is the whole DPS check.

Minions
Knight Minion Turret Phantom Echo
/mm egg get THE_GREATEST_KNIGHT

Gorgon

Stone-blooded beast lord. Fights with the pack at his back.

Gorgon Gorgon

Gorgon is a piglin brute running a rotation of axe attacks: Axecision Striker, Wrath, Barrage, Rapid Onslaught, and Blade Vortex. Every basic hit staples on a random slow, poison, or weakness. Every so often the rotation picks the summon ritual instead. Gorgon warps back to his spawn, becomes reflect-invulnerable for about half a minute, and calls in waves of minions: Grimfang piglins for melee, Grotshak vexes to swoop with hoes, Matuk crossbowmen at range, and swarms of Mites. He takes 1.6x from entity attacks and is immune to fire, lava, magic, poison, wither, explosions, and lightning, so you're pushing through with straight melee or bow damage.

Minions
Grimfang Grotshak Matuk Mites
/mm egg get GORGON

Ragnis Tharkon

Fire lord and deceiver. Come prepared.

Ragnis Tharkon Ragnis Tharkon

Ragnis Tharkon is a fire-immune blaze that heals from lava and explosions. His rotation piles on heat pulses, ember bursts, cinder rings, pressure bolts, ash waves, and scorch zones, and he opens ground geysers around the arena that damage and ignite anyone standing on them. Every so often he drops an Ignis, a magma cube that lunges at players and explodes on contact, or a Ragnis Doppelganger. The Doppelganger is a shorter-lived copy that looks and swings exactly like him. Below 25% health he enters a rage phase and cranks up the pressure. He takes reduced damage from melee and extra damage from projectiles, so bows carry the fight.

Minions
Ignis Ragnis Doppelganger
/mm egg get RAGNIS_THARKON

Raid Boss Drops

Every raid boss has its own gear to drop. Heads and spawn items used for cosmetics or admin work aren't listed here.

The Eye

Eye of Malevolence

The signature drop from the fight.

Eyebane Helmet

Head piece for the Eyebane set.

Eyebane Chestplate

Chest armor to match.

Eyebane Leggings

Legs from the same kit.

Eyebane Boots

Rounds out the set for the feet.

Eyebane Sword

The set's weapon.

The Greatest Knight

Undying Valor Headpiece

The Knight's helm.

Dreadforged Chestplate

Heavy chest plate to match.

Shadowweave Legplates

Legs from the same kit.

Sinister Tread Boots

Boots that finish out the set.

Maleficent Blade

The Knight's own weapon.

Gorgon

Gorgon's Ragebristle Headguard

Head piece for the Gorgon set.

Gorgon's Furyhide Chestguard

Chest armor to go with it.

Gorgon's Shadowstride Leggings

Matching legs.

Gorgon's Snarlstep Boots

Boots that complete the set.

Gorgon's Gilded Fury

The set's weapon.

Ragnis Tharkon

Helm of Emberstorm

Ragnis's helm.

Inferno Platemail

Heavy chest plate to match.

Flameweave Legguards

Woven leg armor from the set.

Emberstrider Boots

Boots that finish the kit.

Blazebane Emberblade

Ragnis's blade.

Soaps Examples

Inside the download there's an optional folder called Soaps Examples. It's not something the server runs. It's just a set of MythicMobs example files pulled from the pack that you can open and look through if you're curious how any of the mobs are put together.

If you're not curious, feel free to leave it alone or delete it. Nothing on your server needs it to work.

Requirements

You'll need:

  • MythicMobs. The plugin every mob, boss, and skill runs on. Nothing in the pack works without it.
  • Biome Custom Mobs (bundled with most listings of this pack). Adds the biome roster shown above. Drop it in alongside the main pack and the biome mobs start spawning where they should.
  • Custom Mobs Addon (optional). A set of four boss arenas sized for the raid bosses. Overworld spawns and egg commands work fine without it.