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.
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
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
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
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 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.
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, 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.
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 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.
/mm egg get THE_EYE
The Greatest Knight
Armored legend. Honor stops mattering when you're this good.
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.
/mm egg get THE_GREATEST_KNIGHT
Gorgon
Stone-blooded beast lord. Fights with the pack at his back.
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.
/mm egg get GORGON
Ragnis Tharkon
Fire lord and deceiver. Come prepared.
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.
/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.