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Illager mob ideas?

Hardcore User's Avatar Hardcore User4/5/24 2:40 pm history
3 emeralds 137 4
5/28/2024 6:10 am
CyborgVillager's Avatar CyborgVillager
Post your greatest illager mob ideas





Ill go first.



Pillager Brute:

Easy: 100 health, 11 damage
Normal: 150 health, 15 damage

Hard: 200 health, 19 damage

Spawns at the top of pillager outposts



Wields a crossbow for the first half of the fight



Swaps to an iron sword, dealing 3 more damage at below 25 health
Posted by Hardcore User's Avatar
Hardcore User
Level 5 : Apprentice Warrior
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CyborgVillager
05/28/2024 6:10 am
Level 14 : Journeyman Network Explorer
history
CyborgVillager's Avatar
Pillager Scout
- Spawn rate is lower than a patrol


Easy:
20 health, 3.5 damage, 1.1x movement speed than the player , 1.1x attack speed (If Scout dies, it will also drop x2 golden aps, & x2 invis pot 3 min)
Normal: 30 health, 5 damage, 1.3x movement speed than the player, 1.3x attack speed (If Scout dies, it will also drop x4 golden aps ,Totem, & x1 invis pot 5 min)
Hard: 40 health, 8 damage, 1.4x movement speed than the player, 1.4x attack speed (If Scout dies, it will also drop a totem, x2 super aps, x1 invis pot 8mins & x4 golden aps)

Default Enchantments
Protection: 3
Fire Protection: 1
Projectile Protection: 2
Punch: 1


- Scout has a 3/10 chance to be equipped with fire aspect & deal flame damage I
- The Scout's weapon will give off a smoky/fire effect signaling to the player that is has the flame damage I.
- This in turn will help the player locate the Scout if its invis (Higher chance to be invis during daytime and not using it during night, the polar opposite of the traveling trader)
-IF the Scout is Attacked/Damaged, the invis will cease until the Scout can no longer get damaged in a set time
- Scout spawns riding on a smaller ravager.(Or called Baby Ravager), it will never be with a pillager patrol, solo venture
- if there's a scout then there's a patrol not too far away(4 by 4 chunks spawn)
- A 1/13 chance the Scout will sound a horn that will spawn in 3-5 angry wolves, if the scout is getting sustained damage

Some features of the Scout and Baby Ravager.
- The Scout will barely make any noise bc(besides getting hit) , its met for recon , BUT the Baby Ravager can break the Scouts cover
- The Scout will have an ability to use the invis pot also effecting the baby ravager.
- The Scout will also have an ability to use an speed pot, which also effects the baby ravager
- The Scout will BE able to heal itself BUT not the baby ravager .
- The Scout will ACTIVELY try to make distance away from the player & golems IF player OR golems close the distance. ONLY if either player OR golem are Visible to it (^_*)
- The Scout can shoot slowness OR weakness OR blindness arrows if aggro w/user or golem and they are distance/height away
- If the Scout is unable to fight the player or golem and its getting damaged, it will retreat with a 5/10 chance of using invis pot OR speed.
- If baby ravager is 30% HP, it will have a chance to rage(roar) , dismounting the Scout. Any charge damage will be 35% additional damage with the addition of its difficulty level.

Arrow effects depending on difficulty
- Arrow damage is lower than easy, the main function of the arrow shot is to make the Scout's enemy weaker
Easy: 4 seconds
Normal: 5 seconds
Hard: 6 seconds

Smaller Ravager ( or Baby Ravager)
- Baby Ravager and the Scout attack can combine

Easy: 45 health, 5 damage, 1.2x movement speed than the adult Ravager
Normal: 50 health, 6.5 damage, 1.5x movement speed than the adult Ravager
Hard: 70 health, 9 damage, 1.7x movement speed than the adult Ravager

=============================================================

Main mission of the Scout
- Find either a villager town OR low - high player activity


IF conditions are met


Once either one of the conditions are met, the scout will set a small campfire with the Pillager Flag near it 2-3 blocks away from all 4 sides of the campfire.

- The scout CAN spawn 1-3 campfires. (3 MAX) - 20-35 blocks away from another campfire


The campfire will spawn 20-35 blocks away from the activity site (Due to certain limitations of MC-java)

-This does the following:
- A timer will begin, depending on the diff it can be longer or shorter (in-game days)
- Easy : 4 days
- Normal : 3 days
- Hard: 2 days

- The closer the timer "finish" the campfire area 1-20 blocks(including extra blocks for faded noise 2-5 blocks) will make a hum/drumming ( tribalistic/heartbeat/pillager theme )sound, louder, & ever so growing intense smoke cloud trail from the campfire; closer to 0 day

- Once MAX 3 campfires has been "built", the Scout riding the Baby Ravager will travel/patrol to all 3 campfires as to "protect" them
- Their aversion will be replaced with aggression
- IF one of the campfires has been destroyed, AND it returns to that location of the destroyed / missing campfire ; it will revert to aversion until a new campfire has been built.
- If player or Golem retreats, the scout will retreat with a chance of invis OR speed && it will auto heal way UNLESS its protecting the campfires

- Also including, IF the scout is unable to move forward, it will "teleport" (using enderman/ with a hint of pillager sound effect & particles) 3-6 blocks away from its stuck position, leaving the baby ravager to continue its main mission.
-The scout can teleport if its health is near 0

The player will get 'tagged" (with an audio cue, horn at a different sound variable, with an effect pop up, tagged or a more fitting name " marked " ) for a set amount of time if they get hit by the Scout or baby ravager, this will make the scout & any pillagers in 4 by 4 chunks aware of the players position and its distance to any of its placed campfire
- Golems can be tagged/marked as well

Tagged Time
Easy: 1 minute
Normal: 2 minutes
Hard : 3 minutes

=============================================================

- If the campfire is NOT destroyed in a timely manner a vindicator will spawn with 2 evokers OR 2 witch will spawn around the area and conduct a custom movement , spawning in "purple smoke"
- Easy : x1 witch OR x1 evoker
- Normal : x2 witch OR x2 evokers
- Hard: x3 witch OR x3 evokers

- An Outpost will spawn, Bad Omen and an RAID will begin.
- The Outpost can only be destroyed IF all blocks are destroyed
- The witch/evoker "magic" that was used to "teleport" an Outpost will lead other "Pillagers" to the area, so ALL blocks must be destroyed.
- The Vindicator is just the "ring leader"



- The Scout main mission is to find places for the raiding party to pillage
- IF the scout dies , it will drop a map leading to Outposts and a possible "Pillager Underground Tunnels" (Taking inspiration from Cu Chi Tunnels,. Will let ya minds imagine on that , with the custom goodies , and spawning in your other Pillager mobs in that tunnel system)

=============================================================

If the vindicator and witch dies, the player will have a set time

- The timer will reset and begin again, depending on the diff it can be longer or shorter (in-game days)
- Easy : 4 days
- Normal : 3 days
- Hard: 2 days


ALL pillager blocks must be destroyed, campfire and flags.

=============================================================

IF the evoker OR witch makes the movement, the Outpost WILL spawn

THEY will only begin the movement if they are within 1-5 blocks from the campfire.
1
POGPOG
04/08/2024 3:43 pm
Level 9 : Apprentice Narwhal
POGPOG's Avatar
Insane Pillager
Easy 20 health, 10 damage


Normal 40 health, 20 damage



Hard 60 health 40 damage


Spawns at a random wave

Has a chance to ride on a Ravager with strength and resistance


When Hit, It has a 40% chance to summons 2 evokers and summon lighting at target
1
Hardcore User
04/05/2024 2:43 pm
Level 5 : Apprentice Warrior
history
Hardcore User's Avatar
A second idea:

Raid Captain:

Spawns at the final wave of raids

Rides a ravager

Easy: 200 Health, 14 Damage

Normal: 250 Health, 19 Damage

Hard: 300 Health, 23 Damage

Wields a multishot flame crossbow

Spawns a pillager or vindicator when hit
1
Hardcore User
04/05/2024 2:50 pm
Level 5 : Apprentice Warrior
history
Hardcore User's Avatar
3rd idea:

Warden Rider:

Spawns in ancient cities (1 per):

Stats:

Easy: 750 Health (325 Hearts), 50 Damage (25 Hearts)

Normal: 1250 Health (625 Hearts), 75 Damage (32.5 Hearts)

Hard: 1750 Health (875 Hearts), 125 Damage (57.5 Hearts)

This is supposed to be unkillable, so the ancient cities are more dangerous. This enemy is completely deaf, but has incredible eyesight It will hunt the player at slow speeds around the city
1
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