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** Each drowned has a 3% chance to spawn with a {{ItemLink|nautilus shell}}.
** Each drowned has a 3% chance to spawn with a {{ItemLink|nautilus shell}}.


A drowned holding a trident has an 8.5% chance to drop it when killed by a [[player]] or tamed [[wolf]]. The chance is increased by 1% per level of [[Looting]], up to a max of 11.5% with Looting III. This means that if you kill 8 drowned with tridents without the Looting enchantment or 6 with Looting III, you will have a greater than 50% chance of getting a trident.
A drowned holding a trident has an 8.5% chance to drop it when killed by a [[player]] or tamed [[wolf]]. The chance is increased by 1% per level of [[Looting]], up to a max of 11.5% with Looting III. This means that killing 8 drowned with tridents without the Looting enchantment or 6 with Looting III, will have a greater than 50% chance of getting a trident.


A drowned holding a nautilus shell always drops it.
A drowned holding a nautilus shell always drops it.
Line 112: Line 112:
** Each drowned has a 8% chance to spawn with a {{ItemLink|nautilus shell}}.
** Each drowned has a 8% chance to spawn with a {{ItemLink|nautilus shell}}.


A drowned holding a trident has a 25% chance to drop it when killed by a player or tamed wolf. This chance is increased by 4% per level of Looting, up to a max of 37% with Looting III. This means that if you kill 3 drowned with tridents without the Looting enchantment or 2 with Looting III, you will have a greater than 50% chance of getting a trident.
A drowned holding a trident has a 25% chance to drop it when killed by a player or tamed wolf. This chance is increased by 4% per level of Looting, up to a max of 37% with Looting III. This means that killing 3 drowned with tridents without the Looting enchantment or 2 with Looting III, will have a greater than 50% chance of getting a trident.


{{IN|bedrock}}, if a drowned is able to pick up equipment and is wielding a trident, it can trade its trident for a nautilus shell if it is not currently attacking anything.
{{IN|bedrock}}, if a drowned is able to pick up equipment and is wielding a trident, it can trade its trident for a nautilus shell if it is not currently attacking anything.

Latest revision as of 16:03, 13 April 2025

This article is about the zombie variant. For the mob in Minecraft Dungeons, see Dungeons:Drowned. For drowning damage, see Damage § Drowning.
Drowned

Drowned.png: Infobox image for Drowned the entity in Minecraft

Adult

Baby Drowned.png: Infobox image for Drowned the entity in Minecraft

Baby

Invicon Drowned Spawn Egg.png: Inventory sprite for Drowned Spawn Egg in Minecraft as shown in-game with description: Drowned Spawn Egg
Health points

20HP♥ × 10

Armor points

2 (🛡)

Behavior

Neutral

Mob type

Undead, Monster

Attack
strength

Melee:
Easy: 2.5HP♥ × 1.25
Normal: 3HP♥♥
Hard: 4.5HP♥ × 2.25
Melee: (with trident)‌[BE only]:
Easy: 6.5HP♥ × 3.25
Normal: 11HP♥ × 5.5
Hard: 16.5HP♥ × 8.25
Ranged (with trident)‌[JE only]:
Easy: 5HP♥♥♥
Normal: 8HP♥♥♥♥
Hard: 12HP♥ × 6
Ranged (with trident)‌[BE only]:
Easy: 8HP♥♥♥♥
Normal: 8HP♥♥♥♥
Hard: 8HP♥♥♥♥

Hitbox size

In Java Edition:
Adult:
Height: 1.95 blocks
Width: 0.6 blocks
Baby:
Height: 0.975 blocks
Width: 0.3 blocks
In Bedrock Edition:
Adult:
Height: 1.9 blocks
Width: 0.6 blocks
Baby:
Height: 0.95 blocks
Width: 0.3 blocks

Speed

0.23

Knockback
resistance

0%–5%

Spawn

When a zombie drowns.
River
Frozen River
Cold Ocean
Deep Cold Ocean
Frozen Ocean
Deep Frozen Ocean
Lukewarm Ocean
Deep Lukewarm Ocean
Ocean
Deep Ocean
Warm Ocean
Dripstone Caves
Ocean Ruins

Natural
equipment

Drowned are neutral mobs and common underwater zombie variants that spawn in oceans, rivers and dripstone caves, or when zombies drown. They usually attack through melee attacks, but may also come armed with tridents that they throw. They are the only renewable source of tridents and copper.

Spawning[edit | edit source]

Natural generation[edit | edit source]

Drowned spawn naturally at light level of 0 in all ocean biomes, aquifers in the dripstone caves biome, and river biomes. They spawn at higher rates in rivers and dripstone caves than in ocean biomes.

In Java Edition, drowned spawn individually inside flowing water or source water that is 2 blocks or taller (this can include waterlogged blocks or bubble columns). In ocean biomes and dripstone caves, drowned spawn at Y < 58, or at least 6 blocks below sea level; this restriction does not apply to rivers.

In Bedrock Edition, drowned spawn in groups of 2–4 inside flowing water or source water of any depth, but they spawn at higher rates in water that is 2 blocks or taller.​[more information needed] They spawn only on the surface that is on the highest spawnable block at any given X, Z coordinate. They count toward the monster population control cap and also have their own density caps of 5 in oceans and 2 in rivers.

Drowned have a chance to spawn with either a trident or a fishing rod, and occasionally with a nautilus shell. in Java Edition, they also have a small chance of spawning while riding a chicken, creating a drowned chicken jockey. They are the only zombie variant within the game that cannot spawn naturally with any armor. Their eyes glow, but do not provide illumination.

Ocean ruins[edit | edit source]

Drowned spawn during the generation of certain ocean ruin structures. These drowned do not naturally despawn unless the world is set to Peaceful difficulty.

Conversion[edit | edit source]

A zombie from Minecraft converting into a drowned, a zombie variant.
A zombie converting into a drowned.

If a zombie's head (not the legs) is submerged in water continuously for 30 seconds, it begins the process of converting to a drowned. It starts shaking, similar to the effect seen while a zombie villager is being cured. At this point, the process cannot be stopped, and 15 seconds later the zombie becomes drowned. The drowned appears with full health even if the previous zombie did not.

In Bedrock Edition only, an item being held or worn by a zombie when it becomes drowned, whether it was picked up or naturally spawned, has a 100% drop rate, which includes any naturally spawned equipment dropping, usually with full durability.

Only normal zombies can transform, while zombie villagers and zombified piglin can not. For husks, they first transform into a regular zombie, and subsequently convert to a drowned in the usual fashion. The zombie that converted from a husk also always has full health even if converted from a damaged husk.

Reinforcements[edit | edit source]

This feature is exclusive to Java Edition.
 

On hard difficulty, drowned have a 5% chance to spawn as leaders. Leader drowned can spawn other drowned as reinforcements.

Drops[edit | edit source]

On death[edit | edit source]

Item Roll Chance Quantity (Roll Chance)
Default Looting I Looting II Looting III
Invicon Rotten Flesh.png: Drowned drops Rotten Flesh with quantity 0-2Rotten Flesh100%0–20–30–40–5
Invicon Copper Ingot.png: Drowned drops Copper Ingot with quantity 1Copper Ingot11%–17%[d 1]1 (11%)1 (13%)1 (15%)1 (17%)
  1. Dropped only when kill credit is given to the player

Adult drowned drop 5XP and an additional 1–3XP per naturally-spawned equipment if killed by a player, axolotl or tamed wolf. Baby drowned drop 12XP and an additional 1–3XP per naturally-spawned equipment if killed by a player, axolotl or tamed wolf.

Any picked-up equipment has a 100% chance of dropping, and drops without changing the damage that has accumulated on it.

Equipment[edit | edit source]

Java Edition

For naturally-spawned drowned:

A drowned holding a trident has an 8.5% chance to drop it when killed by a player or tamed wolf. The chance is increased by 1% per level of Looting, up to a max of 11.5% with Looting III. This means that killing 8 drowned with tridents without the Looting enchantment or 6 with Looting III, will have a greater than 50% chance of getting a trident.

A drowned holding a nautilus shell always drops it.

Zombies converted to drowned are never equipped with new items. They keep any equipment the zombie had before conversion.

On Halloween, a drowned may spawn wearing a carved pumpkin or jack o'lantern. However, they do not drop this, even when killed with Looting.

Bedrock Edition

For naturally-spawned drowned:

A drowned holding a trident has a 25% chance to drop it when killed by a player or tamed wolf. This chance is increased by 4% per level of Looting, up to a max of 37% with Looting III. This means that killing 3 drowned with tridents without the Looting enchantment or 2 with Looting III, will have a greater than 50% chance of getting a trident.

In Bedrock Edition, if a drowned is able to pick up equipment and is wielding a trident, it can trade its trident for a nautilus shell if it is not currently attacking anything.

For converted drowned:

  • 1% spawn with a fishing rod in the main hand.
  • 8% spawn with a nautilus shell in the offhand (same as naturally-spawned drowned).

Zombies converted to drowned are never equipped with tridents. Any equipment the zombie had before conversion is dropped.

Farming[edit | edit source]

Farms that convert zombies into drowned produce all of naturally-spawned equipment dropped by zombies, as well as fishing rods, copper ingots, and (in Bedrock Edition) nautilus shells.

A drowned farm must be designed to harvest naturally-spawned drowned to produce tridents in all game editions and nautilus shells in Java Edition.

Behavior[edit | edit source]

A drowned swimming in Java Edition.

During the day, drowned stay on the floor of the body of water they are in, unless provoked.

If on land during the daytime, drowned seek out nearby water or shade. They sometimes step onto land but quickly return to the water.

Drowned seek out turtle eggs within 10 blocks in Bedrock Edition and 24 blocks in Java Edition. They stomp on turtle eggs until the eggs break. Drowned can even jump over a 1-block gap to reach a turtle egg successfully, even if the egg is raised 1 block higher than the gap.

Drowned are passive‌[JE only] or neutral‌[BE only] during the day if no player in range is touching the water.

They are immune to guardians or elder guardians attacks. They also have a small chance to be immune to knockback when damaged.[1]

Drowned can be damaged by a fully-powered conduit within a distance of 8 blocks.

Attacking[edit | edit source]

Generic[edit | edit source]

Main article: Zombie § Attacking

They are always hostile toward axolotls. Like other zombie variants, they chase and attack villagers, wandering traders, snow golems,‌[BE only] baby turtles and iron golems, but only at night or in dark areas.

If a drowned kills a villager, either with a melee attack or with a trident, the villager has a chance of turning into a zombie villager (a 0% chance on Easy difficulty, a 50% chance on Normal, and a 100% chance on Hard).

Drowned-specific[edit | edit source]

During the day, drowned ignore players on land and in boats, only attacking if the player enters the water.

In Java Edition, a drowned is also neutral if it is equipped with a trident during the daytime, only attacking the player if provoked. During the night or in thunderstorms, they become hostile and attack any player or baby turtle they see, without provocation.

Every drowned has a melee attack, and if it spawns with a trident, the trident is used as a ranged weapon. A drowned with a trident can throw it every 1.5 seconds, sending it up to 20 blocks away. Thrown tridents cannot be picked up by the player, just like arrows shot by skeletons. In Bedrock Edition, a drowned with a trident also uses a melee attack if the target is within a 3 blocks distance.

In Java Edition, a drowned's trident can be enchanted. The Loyalty, Impaling and Channeling enchantments work the same as they would for a player, while Riptide has no effect for drowned.

A drowned equipped with a trident continues throwing it at the player even after the player leaves the water, or gets a long distance away.[2] It also attacks any player that attacks it or another drowned. However, it is not provoked by a player killing another drowned in one hit.‌[JE only][3]

If one drowned is hit by another drowned's thrown trident, the attacked drowned ignores it.

Sometimes,​[more information needed] drowned do not immediately become aggressive toward a player when the player first enters the water. However these are not "passive" drowned, but slow or non-movers which more-often will melee attack when the player draws closely.

Breaking doors[edit | edit source]

Up to 10% of drowned (depending on regional difficulty in Java Edition) spawn with the ability to break wooden and copper doors on Hard difficulty.

Picking up items[edit | edit source]

Some drowned spawn with the ability to pick up loot that is on the ground. That includes armor and weapons or tools just like regular zombies. Unlike zombies however, they can also pick up tridents, which they always prefer over anything else.

Undead[edit | edit source]

Being an undead mob, they are:

Swimming[edit | edit source]

This feature is exclusive to Bedrock Edition.
 
A drowned swimming in Bedrock Edition.

Drowned use a swimming animation similar to the player. They use this animation whenever they try to pathfind to a player that is either below or above them; if the player is on the same ground level, the drowned simply walk toward them. Drowned also use this animation if they are tracking a player while they are not standing on a solid block. Their hitbox does not change when using this animation.

If they hold a nautilus shell or anything else in their offhand, their arms are in the same posture as a player's. When attacking, they use the player's attacking animation. Still, they use the same swimming animation when tracking a player underwater.

Sounds[edit | edit source]

Java Edition:
Drowned use the Hostile Creatures sound category for entity-dependent sound events.

[hide]Sounds
SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
​Drowned gurglesHostile CreaturesRandomly while on landentity.drowned.ambientsubtitles.entity.drowned.ambient0.90.8-1.2
(Baby: 1.3-1.7)
16
​Drowned gurglesHostile CreaturesRandomly while in waterentity.drowned.ambient_watersubtitles.entity.drowned.ambient_water0.90.8-1.2
(Baby: 1.3-1.7)
16
​Drowned hurtsHostile CreaturesWhen a drowned is damaged while on landentity.drowned.hurtsubtitles.entity.drowned.hurt0.90.8-1.2
(Baby: 1.3-1.7)
16
​Drowned hurtsHostile CreaturesWhen a drowned is damaged while in waterentity.drowned.hurt_watersubtitles.entity.drowned.hurt0.90.8-1.2
(Baby: 1.3-1.7)
16
​Drowned diesHostile CreaturesWhen a drowned dies while on landentity.drowned.deathsubtitles.entity.drowned.death0.90.8-1.2
(Baby: 1.3-1.7)
16
​Drowned diesHostile CreaturesWhen a drowned dies while in waterentity.drowned.death_watersubtitles.entity.drowned.death0.90.8-1.2
(Baby: 1.3-1.7)
16
​FootstepsHostile CreaturesWhile a drowned is walking on landentity.drowned.stepsubtitles.block.generic.footsteps0.15 [sound 1]1.0 [sound 1]16
​Drowned swimsHostile CreaturesWhile a drowned is swimmingentity.drowned.swimsubtitles.entity.drowned.swimAround 0.003 [sound 2]0.6-1.416
​Drowned throws TridentHostile CreaturesWhen a drowned throws a tridententity.drowned.shootsubtitles.entity.drowned.shoot1.056-1.2516
​Zombie infectsHostile CreaturesWhen a drowned infects a villagerentity.zombie.infectsubtitles.entity.zombie.infect2.00.8-1.216
​Door shakesHostile CreaturesWhile a drowned is breaking a wooden doorentity.zombie.attack_wooden_doorsubtitles.entity.zombie.attack_wooden_door2.00.8-1.216
​Door breaksHostile CreaturesWhen a drowned breaks a wooden doorentity.zombie.break_wooden_doorsubtitles.entity.zombie.break_wooden_door2.00.8-1.216
​Turtle Egg stompedHostile CreaturesWhen a drowned is jumping on turtle eggsentity.zombie.destroy_eggsubtitles.entity.zombie.destroy_egg0.50.9-1.116
​Zombie converts to DrownedHostile CreaturesWhen a zombie converts to a drownedentity.zombie.converted_to_drownedsubtitles.entity.zombie.converted_to_drowned2.00.8-1.216
  1. Jump up to: a b This variable is block-dependent, and varies depending upon the block
  2. Depends on the drowned's velocity, around 0.003 when moving around underwater with no target. The precise equation is the smaller of 1.0 or 0.35×(the momentum of the drowned, with the horizontal axes multiplied by 0.2)

Bedrock Edition:

[hide]Sounds
SoundSourceDescriptionResource locationVolumePitch
Hostile CreaturesRandomly while on landmob.drowned.say1.00.8-1.2 (Baby: 1.3-1.7)
Hostile CreaturesRandomly while in watermob.drowned.say_water1.00.8-1.2 (Baby: 1.3-1.7)
Hostile CreaturesWhen a drowned is damaged while on landmob.drowned.hurt1.00.8-1.2 (Baby: 1.3-1.7)
Hostile CreaturesWhen a drowned is damaged while in watermob.drowned.hurt_water1.00.8-1.2 (Baby: 1.3-1.7)
Hostile CreaturesWhen a drowned dies while on landmob.drowned.death1.00.8-1.2 (Baby: 1.3-1.7)
Hostile CreaturesWhen a drowned dies while in watermob.drowned.death_water1.00.8-1.2 (Baby: 1.3-1.7)
Hostile CreaturesWhile a drowned is walking on landmob.drowned.step1.00.8-1.2 (Baby: 1.3-1.7)
Hostile CreaturesWhile a drowned is swimmingmob.drowned.swim1.00.8-1.2
Hostile CreaturesWhen a drowned throws a tridentmob.drowned.shoot1.00.8-1.2
Hostile CreaturesWhile a drowned is breaking a wooden doormob.zombie.wood1.01.0
Hostile CreaturesWhen a drowned breaks a wooden doormob.zombie.woodbreak1.01.0
PlayersWhen a drowned is jumping on turtle eggsfall.egg0.50.9-1.0
Hostile CreaturesUnused sound event[sound 1]entity.zombie.converted_to_drowned1.01.0
NoneNoneUndefined sound event[sound 1]mob.zombie.converted_to_drowned1.0-2.00.3-1.0

Data values[edit | edit source]

ID[edit | edit source]

Java Edition:

NameIdentifierEntity tags[hide]Translation key
EntitySprite drowned.png: Sprite image for drowned in Minecraft Drowneddrownedaxolotl_always_hostiles
can_breathe_under_water
ignores_poison_and_regen
inverted_healing_and_harm
undead
wither_friends
zombies
entity.minecraft.drowned

Bedrock Edition:

NameIdentifierNumeric ID [hide]Translation key
EntitySprite drowned.png: Sprite image for drowned in Minecraft Drowneddrowned110entity.drowned.name

Entity data[edit | edit source]

Drowned have entity data associated with them that contains various properties.

Java Edition:

Main article: Entity format

Bedrock Edition:

See Bedrock Edition level format/Entity format.

Achievements[edit | edit source]

[hide]
IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
It SpreadsKill a mob next to a catalyst10Bronze
Monster HunterAttack and destroy a monster.Kill a hostile mob or one of the following neutral mobs: an enderman, a piglin, a zombified piglin, a spider, or a cave spider.15Bronze
OverkillDeal 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.30Bronze
Over-OverkillDeal 50 hearts of damage in a single hit using the Mace20Silver

Advancements[edit | edit source]

IconAdvancementIn-game descriptionActual requirements (if different)
A Throwaway JokeThrow a Trident at something.
Note: Throwing away your only weapon is not a good idea.
Hit a mob with a thrown trident.
AdventureAdventure, exploration and combatKill any mob, or be killed by any living entity.
ArbalisticKill five unique mobs with one crossbow shotArmor Stand also counts for this advancement.
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.
It SpreadsKill a mob near a Sculk Catalyst Mobs that drop no experience as well as the ender dragon are ignored for this advancement.
Monster HunterKill any hostile monster Other mobs may be killed, but are ignored for this advancement.
Monsters HuntedKill one of every hostile monster Other mobs may be killed, but are ignored for this advancement.
Not Today, Thank YouDeflect a projectile with a ShieldBlock any projectile with a shield.
Over-OverkillDeal 50 hearts of damage in a single hit using the Mace
Take AimShoot something with an ArrowUsing a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow.

History[edit | edit source]

This page would benefit from the addition of more images.
 
Please remove this notice once you've added suitable images to the article.
The specific instructions are: Render of drowned in Bedrock Edition.
[hide]Java Edition
1.1318w11a Added drowned mobs.
Zombies now convert into drowned instead of dying from drowning.
18w15aDrowned now occasionally spawn with a nautilus shell.
18w16aDrowned now spawn in underwater ruins.
18w22a Drowned now have a swimming animation.
1.1418w43aDrowned no longer spawn in swamps.
19w05aDrowned are now hostile toward the new wandering traders.
19w06aThe drowned's trident throwing animation has been changed from to .
19w07aThe drowned's trident throwing animation has been changed from to .[4]
19w14aDrowned no longer have a unique swimming animation.[5]
1.1519w46aBaby drowned can now be spawned by using the drowned spawn egg on it.[6]
1.1620w10aFirework damage now provokes drowned with tridents.[7]
1.1721w05aDrowned now drop copper ingots instead of gold ingots.
1.17.1Pre-release 1Increased the drop probability of copper ingots from 5% to 11%, and increased the drop probability of each level of Looting spell from 1% to 2%.
Drowned no longer pick up glow ink sacs.
1.1821w37aDrowned are now able to spawn in warm oceans.[8]
21w39aDrowned are now able to spawn in aquifers inside dripstone caves.
1.19.423w05aDrowned now have a unique swimming animation again.[5]
1.20.323w40aDrowned are now part of the #can_breathe_under_water, #undead and #zombies tags.
1.2124w18aDrowned can now use the Channeling enchantment.[9]
24w20aDrowned can no longer use the Channeling enchantment.
1.21.224w33aDrowned can no longer spawn reinforcements.[10]
Drowned can now use the Loyalty, Channeling and Impaling enchantments.
24w39aDrowned can again spawn reinforcements, spawning more drowned instead of zombies.[11]
1.21.424w45aDrowned now prefer to pick up tridents from the ground as opposed to other items.
[hide]Bedrock Edition
1.2.13
Experiment
Experimental Gameplay
beta 1.2.13.8 Added drowned mobs as part of "Experimental Gameplay".
Drowned use lower-pitched zombie sounds as a placeholder.
1.4.0
Experiment
Experimental Gameplay
beta 1.2.14.2 Added baby drowned.
The drowned's face now glows in the dark.
Drowned now have their own sounds.
beta 1.2.20.1Drowned no longer drop sponge.
Baby drowned now burn in sunlight.
1.5.0beta 1.5.0.0Drowned are now present outside of experimental gameplay.
Drowned now have a chance to hold nautilus shells.
Zombies now turn into drowned when underwater.
1.10.0beta 1.10.0.3Drowned are now hostile toward the new wandering traders.
The number of drowned mobs that spawn has been reduced.
Drowned no longer spawn in swamps.
1.16.0beta 1.15.0.51A converted drowned can no longer generate with a trident.
Drowned without tridents no longer drop a trident.
beta 1.16.0.51Drowned now have the ability to pick up items.
1.16.210
Experiment
Caves and Cliffs
beta 1.16.210.57Drowned now drop copper ingots instead of gold ingots.
1.17.30beta 1.17.30.20Drowned no longer pick up glow ink sacs.
1.21.20Preview 1.21.10.22Drowned now spawn individually in rivers instead of in groups of two.
Drowned now spawn in aquifers in dripstone caves.[12]
1.21.60Preview 1.21.60.21Baby drowned now move with the same speed as baby zombies and baby zombie villagers.[13]
[hide]Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU69 1.761.761.76Patch 38 Added drowned mobs.
Zombies now turn into drowned when underwater for too long.
1.91 Drowned are now hostile toward the new wandering traders.

Issues[edit | edit source]

Issues relating to "Drowned" are maintained on the bug tracker. Issues should be reported and viewed there.

Trivia[edit | edit source]

  • Drowned are not considered as aquatic mobs, instead, they are considered as undead and are therefore unaffected by the Impaling enchantment.‌[Java Edition only][14]
  • A drowned chicken jockey floats to the surface because the chicken it is riding floats, causing the drowned riding it to burn in sunlight during the day, resulting in a chicken in the middle of the ocean or river where the drowned jockey spawned in.‌[Java Edition only]
  • In Bedrock Edition, drowned have a 3D outer layer. This causes their heads and arms to look larger than in Java Edition and causes rendering conflicts with armor, particularly helmets.
  • Like spiders and endermen, drowned have eyes that appear to glow, although they do not produce light.
  • The sounds for drowned were recorded by Samuel Åberg gurgling milk.[15][16]

Gallery[edit | edit source]

Renders[edit | edit source]

Screenshots[edit | edit source]

Mojang images[edit | edit source]

Textures[edit | edit source]

In other media[edit | edit source]

References[edit | edit source]

  1. MC-68605
  2. MC-187536 — Drowned with tridents try to throw tridents at players from an infinite distance
  3. MC-2432 — resolved as "Works As Intended".
  4. MC-127296
  5. Jump up to: a b MC-147711
  6. MC-2871
  7. MC-111498 — Fireworks and water bottles damage don't make neutral mobs angry or hostile — resolved as "Fixed".
  8. MC-159025 — Drowned do not spawn in warm ocean biomes — resolved as "Fixed".
  9. MC-271629
  10. MC-14800
  11. MC-275544
  12. MCPE-144066
  13. MCPE-34574 — Baby drowned does not have the same speed as other baby zombies — resolved as "Fixed".
  14. MC-128249 — resolved as "Works As Intended".
  15. "Zombie + Milk = Drowned?" – Minecraft on YouTube, September 21, 2023
  16. "Growth & Evolution - Part 3: 15 Years of Minecraft" – Minecraft on YouTube, June 5, 2024
  17. "Shape your world" – Minecraft.net.
  18. "Titanic Scene - "Promise me Now Rose, and Never Let Go of that Promise"" – Titanic World on YouTube, August 7, 2017
  19. "Poor zombies are constantly stumbling into Minecraft’s oceans! But what happens to them down in the depths?" @minecraft on Instagram, July 2, 2018

External links[edit | edit source]

Navigation[edit | edit source]