Custom Mobs

Croc has custom(ish) mobs created by ChargingUv ranging from basic armored hostiles to boss mobs with special attacks and stats.

Classes of Mobs
There are 5 classes of mobs, ordered from weakest to strongest as Red, Green, Pink, Blue, and Gold. Red mobs will never feature a unique name, as they are armored varients of hostile mobs. Green mobs will feature both armor and attack buffs, usually without a custom name. Pink mobs can have both armor and attack buffs, aswell as unique properties and/or special attacks. They are always uniquely named. Blue mobs can be evaluated as mini bosses, featuring special attacks, buffed statistics, passive abilities, and properties. Golden mobs when compared to Blue are typically twice or thrice times as powerful, featuring a host of special attacks, buffed statistics, passive abilities, and properties. Custom names are always applied to both Blue andn Golden mobs.

Red Class
Red Classed Custom Mobs

Indexed Mobs
These are mobs that fall under this class but do not have a unique name. Structure save names are shown instead.


 * chusk1
 * A poorly armored husk


 * cdrown1
 * A very poorly armored drowned holding a fishing rod


 * cdrown2
 * A poorly armored drowned with a stone sword


 * cdrown3
 * A poorly armored drowned with an iron axe


 * cdrown4
 * A poorly armored drowned with a trident


 * czombie1
 * A fairly armored zombie with a wooden sword


 * czombie2
 * A fairly armored zombie with a golden sword


 * czombie3
 * A poorly armored zombie with an iron shovel


 * czombie4
 * A fairly armored zombie villager with a stone shovel


 * czombie5
 * A fairly armored zombie villager with a wooden axe


 * czombie6
 * A poorly armored zombie villager with an iron axe


 * cskeleton1
 * A full gold armor skeleton with a gold sword


 * cskeleton2
 * A fairly armored skeleton featuring enchanted iron pants


 * cskeleton3
 * A fairly armored skeleton featuring enchanted iron pants and leggings


 * cskeleton4
 * An armored skeleton with an enchanted iron chestplate and a gold set


 * cskeleton5
 * An armored skeleton with enchanted iron helmet and boots


 * cstray1
 * A fairly armored stray in full chain armor


 * cstray2
 * A fairly armored stray


 * cstray3
 * A poorly armored stray with an enchanted golden helmet

Green Class
Green Classed Custom Mobs

Stabber of Knocking Back
Stabber of Knocking Back, or Stab kb for short, is an armored skeleton with a knockback sword.

Buffs
Stab kb has maxed out leather armor, except for thorns. Stab kb has an iron sword with Knockback 2.

Indexed Mobs
These are mobs that fall under this class but do not have a unique name. Structure save names are shown instead.


 * ahusk1
 * An armored husk featuring an enchanted diamond chestplate


 * ahusk2
 * An armored husk featuring a diamond chestplate


 * apillager1
 * An armored pillager with full enchanted iron armor


 * apillager2
 * An armored pillager with full enchanted iron armor


 * avindicator1
 * An armored vindicator with full enchanted iron armor


 * avindicator2
 * An armored vindicator with full enchanted iron armor


 * azombie1
 * An armored zombie with an enchanted iron helmet and leggings and an enchanted iron sword


 * azombie2
 * An armored zombie with an enchanted iron chestplate, helmet, and boots and a an enchanted iron sword


 * azombie3
 * An armored zombie with an enchanted iron armor set and an enchanted book


 * azombie4
 * An armored zombie with an enchanted iron armor set and an enchanted iron pickaxe


 * azombie5
 * An armored zombie with an enchanted iron armor set, a diamond chestplate, and an enchanted iron pickaxe


 * azombie6
 * An armored zombie with an enchanted iron armor set and an enchanted iron axe


 * azombie7
 * An armored zombie with an enchanted iron armor set and an enchanted iron axe


 * azombie8
 * An armored zombie with full golden armor, a diamond helmet, and an enchanted iron sword


 * azombie9
 * An armored zombie with full leather armor with an enchanted iron helmet and an enchanted iron pickaxe


 * azombie10
 * An armored zombie with chainmail chestplate and leggings, enchanted iron helment and boots, and an enchanted iron sword


 * askeleton1
 * An armored skeleton with full enchanted iron armor and diamond boots


 * askeleton2
 * An armored skeleton with a diamond helmet, enchanted iron chesplate, and enchanted iron boots


 * askeleton3
 * An armored skeleton with full enchanted iron armor without any boots


 * astray1
 * An armored stray with fully enchanted iron armor, and an iron sword


 * astray2
 * An armored stray with fully enchanted iron armor

Pink Class
Pink Classed Custom Mobs

Invoked Wither
Invoked Wither, not to be confused with a wither skeleton, is an armored skeleton wearing a wither skull. This wither skull always drops on death. structure name: invoked_wither

Buffs
Invoked Wither has a maxed leather chestplate, leggings, and boots, without thorns, aswell as a maxed stone sword.

Passives

 * Withering Passive

The withering Passive effects all non monster mobs within 7 blocks of the Invoked Wither with wither 1 for 2 seconds every 20 ticks (1 second).

Lil Dave
Lil Dave, not to be confused with the player Dave4511, is a heavily armored wither skeleton, the first custom mob created in season 6. structure name: lil_dave

Buffs
Lil Dave has full diamond protection 4 armor, aswell as a sharpness 5 diamond sword.

Passives

 * Shielding Passive

The Shielding Passive blocks projectiles from reaching the mob, unless fired from within the mob's hitbox. When fired in this manner, the mob will take damage and 1 bat will spawn for every projectile fired. Mobs with this passive can only be fought effectively with explosives or melee combat.

Lil Dave has 1 varient of Shielding:

Arrow shielding blocks all arrows from reaching the mob, including all arrow varients.
 * 1) Arrow Shielding

Helga
Helga is an lightly armored witch with an increased Speed Property. structure name: helga

Buffs
Helga has full maxed out chain armor.

Properties

 * Speed Property

The Speed Property of Helga grants her Constant speed 1.

Mage of Acceleration
The Mage of Acceleration is an armored zombie pigman with an aoe buff for nearby hostile mobs. By default it will not be agrovated towards the player, however the player is incentivised to kill it to stop it's aoe buff. It holds a splash potion of speed. Soul particles are emited by mobs that are under the aoe effect. structure name: mage_health_boost

Buffs
The Mage of Acceleration wears a full set of maxed leather armor, without thorns. The helmet is replaced with a turtle shell. The turtle shell signifies that the mob is a mage, the colour of the armor (green) signifies that the mage buffs nearby hostiles.

Passives

 * Speed aoe Passive

The Speed aoe Passive effects all hostile mobs (including other mages) except for itself with Speed 2 for 2 seconds. Should a mob within its aoe already have a speed effect, the higher effect is used.

Mage of Lethality
The Mage of Lethality is an armored zombie pigman with an aoe buff for nearby hostile mobs. By default it will not be agrovated towards the player, however the player is incentivised to kill it to stop it's aoe buff. It holds a splash potion of Strength. Soul particles are emited by mobs that are under the aoe effect. structure name: mage_regeneration

Buffs
The Mage of Lethality wears a full set of maxed leather armor, without thorns. The helmet is replaced with a turtle shell. The turtle shell signifies that the mob is a mage, the colour of the armor (green) signifies that the mage buffs nearby hostiles.

Passives

 * Strength aoe Passive

The Strength aoe Passive effects all hostile mobs (including other mages) except for itself with Strength 2 for 2 seconds. Should a mob within its aoe already have a strength effect, the higher effect is used.

Mage of Incombustibility
The Mage of Incombustibility is an armored zombie pigman with an aoe buff for nearby hostile mobs. By default it will not be agrovated towards the player, however the player is incentivised to kill it to stop it's aoe buff. It holds a splash potion of Fire Resistance. Soul particles are emited by mobs that are under the aoe effect. structure name: mage_fire_resistance

Buffs
The Mage of Incombustibility wears a full set of maxed leather armor, without thorns. The helmet is replaced with a turtle shell. The turtle shell signifies that the mob is a mage, the colour of the armor (green) signifies that the mage buffs nearby hostiles.

Passives

 * Fire Resistance aoe Passive

The Fire Resistance aoe Passive effects all hostile mobs (including other mages) except for itself with Fire Resistance 1 for 2 seconds.

Mage of Rejuvination
The Mage of Rejuvination is an armored zombie pigman with an aoe buff for nearby hostile mobs. By default it will not be agrovated towards the player, however the player is incentivised to kill it to stop it's aoe buff, which left active will yield most hostiles in the area unkillable. It holds a splash potion of Regeneration. Soul particles are emited by mobs that are under the aoe effect. structure name: mage_strength

Buffs
The Mage of Rejuvination wears a full set of maxed leather armor, without thorns. The helmet is replaced with a turtle shell. The turtle shell signifies that the mob is a mage, the colour of the armor (green) signifies that the mage buffs nearby hostiles.

Passives

 * Regeneration aoe Passive

The Regeneration aoe Passive effects all hostile mobs (including other mages) except for itself with Regeneration 1 for 2 seconds. Should a mob within its aoe already have a Regeneration effect, the higher effect is used.

Mage of Power
The Mage of Power is an armored zombie pigman with an aoe buff for nearby hostile mobs. By default it will not be agrovated towards the player, however the player is incentivised to kill it to stop it's aoe buff. It holds a splash potion of Instant Health. Soul particles are emited by mobs that are under the aoe effect. structure name: mage_speed

Buffs
The Mage of Power wears a full set of maxed leather armor, without thorns. The helmet is replaced with a turtle shell. The turtle shell signifies that the mob is a mage, the colour of the armor (green) signifies that the mage buffs nearby hostiles.

Passives

 * Health Boost aoe Passive

The Health Boost aoe Passive effects all hostile mobs (including other mages) except for itself with Health Boost 2 for 2 seconds. Should a mob within its aoe already have a Health Boost effect, the higher effect is used.

Mage of Toxicity
The Mage of Toxicity is an armored zombie pigman with an aoe debuff for nearby nonhostile entities. By default it will not be agrovated towards the player, however the player is incentivised to kill it to stop it's aoe debuff. It holds a splash potion of poison. purple particles are emited by entities that are under the aoe effect. structure name: mage_poison

Buffs
The Mage of Toxicity wears a full set of maxed leather armor, without thorns. The helmet is replaced with a turtle shell. The turtle shell signifies that the mob is a mage, the colour of the armor (red) signifies that the mage debuffs nearby nonhostiles.

Passives

 * Poison aoe Passive

The Poison aoe Passive effects all nonhostile entites (including players) with poison 2 for 2 seconds. Should an entity within its aoe already have a poison effect, the higher effect is used.

Mage of Deceleration
The Mage of Deceleration is an armored zombie pigman with an aoe debuff for nearby nonhostile entities. By default it will not be agrovated towards the player, however the player is incentivised to kill it to stop it's aoe debuff. It holds a splash potion of slowness. purple particles are emited by entities that are under the aoe effect. structure name: mage_slowness

Buffs
The Mage of Deceleration wears a full set of maxed leather armor, without thorns. The helmet is replaced with a turtle shell. The turtle shell signifies that the mob is a mage, the colour of the armor (red) signifies that the mage debuffs nearby nonhostiles.

Passives

 * Slowness aoe Passive

The Slowness aoe Passive effects all nonhostile entites (including players) with slowness 2 for 2 seconds. Should an entity within its aoe already have a slowness effect, the higher effect is used.

Mage of Itchiness
The Mage of Itchiness is an armored zombie pigman with an aoe debuff for nearby nonhostile entities. By default it will not be agrovated towards the player, however the player is incentivised to kill it to stop it's aoe debuff. It holds a splash potion of weakness. purple particles are emited by entities that are under the aoe effect. structure name: mage_weakness

Buffs
The Mage of Itchiness wears a full set of maxed leather armor, without thorns. The helmet is replaced with a turtle shell. The turtle shell signifies that the mob is a mage, the colour of the armor (red) signifies that the mage debuffs nearby nonhostiles.

Passives

 * Weakness aoe Passive

The Weakness aoe Passive effects all nonhostile entites (including players) with weakness 2 for 2 seconds. Should an entity within its aoe already have a weakness effect, the higher effect is used.

Mage of Sightlessness
The Mage of Sightlessness is an armored zombie pigman with an aoe debuff for nearby nonhostile entities. By default it will not be agrovated towards the player, however the player is incentivised to kill it to stop it's aoe debuff. It holds a splash potion of Decay. purple particles are emited by entities that are under the aoe effect. structure name: mage_blindness

Buffs
The Mage of Sightlessness wears a full set of maxed leather armor, without thorns. The helmet is replaced with a turtle shell. The turtle shell signifies that the mob is a mage, the colour of the armor (red) signifies that the mage debuffs nearby nonhostiles.

Passives

 * Blindness aoe Passive

The Blindness aoe Passive effects all nonhostile entites (including players) with Blindness 2 for 2 seconds. Should an entity within its aoe already have a blindness effect, the higher effect is used.

Mage of Floatation
The Mage of Floatation is an armored zombie pigman with an aoe debuff for nearby nonhostile entities. By default it will not be agrovated towards the player, however the player is incentivised to kill it to stop it's aoe debuff. It holds a splash potion of Slow Falling. purple particles are emited by entities that are under the aoe effect. structure name: mage_levitation

Buffs
The Mage of Floatation wears a full set of maxed leather armor, without thorns. The helmet is replaced with a turtle shell. The turtle shell signifies that the mob is a mage, the colour of the armor (red) signifies that the mage debuffs nearby nonhostiles.

Passives

 * Levitation aoe Passive

The Levitation aoe Passive effects all nonhostile entites (including players) with levitation 1 for 1 second. Should an entity within its aoe already have a levitation effect, the higher effect is used.

Indexed Mobs
These are mobs that fall under this class but do not have a unique name. Structure save names are shown instead.


 * dzombie1
 * Is a poorly armored zombie with shielding


 * dzombie2
 * Is a poory armored zombie villager with shielding.

Blue Class
Blue Classed Custom Mobs

Charge Without Coffee
Charge Without Coffee, alternatively known as CWC, is designed to destroy areas of land very quickly. CWC has two passives which synergize to maximize destruction, these being the Clone Passive, and the TNT Minecart passive. When summoned, CWC spawns a clone. structure name: ghast

Buffs
Charge Without Coffee has full netherite armor with no enchantments, it also holds two totems of undying, resulting in CWC regenerating health after each totem pops.

Passives
The Clone Passive summons a regular ghast at CWC's location every 260 ticks (13 seconds). The Clone that spawns with CWC does not count as an intial clone spawn, meaning the first Clone spawned by the Clone Passive could spawn anywhere between immidiately after CWC is summoned and 13 seconds.
 * Clone Passive

The TNT Minecart Passive summons a TNT Minecart above all fireballs within a 150 block range of CWC every 8 ticks (2/5ths of a second). This creates a small line of craters between the ghast who shot the fireball and the target. TNT Minecarts have 2 main differences from TNT, the first being that the TNT Minecarts will explode as soon as they hit the ground aslong as they have fallen for atleast 3 blocks. This creates a small chance for the minecart to not detonate, should it be spawned close to the end of the fireball's life. The 2nd main difference is that tnt minecarts will delay their explosion if they fall on fire, which is abundent in CWC fights due to the fireball's explosion. This delay forces the player(s) fighting the CWC to continue dodging rather than only dodging enitially when the fireball and tnt minecarts explode. This passive affects all fireballs in the area, including fireballs shot by Clones.
 * TNT Minecart Passive

The FourHorsemen
The Four Horsemen is composed of 4 identaclely armored Skeletons each riding a skeleton horse. They have substantial potion buffs and healing passive. This healing passive renders the riders imortal until the skeleton horses have been slain. Once the a rider's horse has been slain, the rider gains a significant speed buff. Structure Name: horsemenF2 Unfinnished Version Structure Name: horsemenF Single Mob: UNKNOWN horseman|horsemen

Buffs
Each horseman has max enchanted diamond armor (without thorns) and a max enchanted diamond fortune axe, aswell as a totem. Each skeleton horse has a totem.

Properties
Both Skeleton Horse and Rider recieve constant strength 7 and Speed 7. However, the horses have capped speed, and no dont attack themselves. When mounted, the Skeletons' speed buff has no notable affect besides emiting particles.

Passives
IMPORTANT: DOES NOT FUNCTION IN GAME CURRENTLY The Healing Passive is "bounced" off of the skeleton horses to heal the riders. This method of implimentation results in all Riders within a 5 block range of a skeleton horse (must have been one of the 4 with riders atop) being constantly given regeration 7. Thus, the skeleton horses must be killed before attacking the riders.
 * Healing Passive

The Graveyard Passive allows each Rider to summon several skeletons and skeleton riders(regular riders, with no special traits) with little to no armor. These skeletons and riders are considered a "graveyard". Every 500 ticks (25 seconds) a random Skeleton Rider or skeleton horse is chosen to summon a graveyard. Which graveyard is summoned is radomly chosen from a pool of 5 potential graveyards, as listed below with Structure Names:
 * Graveyard Passive


 * 1) graveyard1

Skeletons with no weapon, only chain helmets


 * 1) graveyard2

Some skeletons with flame swords with leather armor


 * 1) graveyard3

4 Skeleton horse riders with bows


 * 1) graveyard4

somewhat armored skeletons with bows and swords


 * 1) graveyard5

poorly armored skeletons with bows and swords

Gold Class
Gold Class Custom Mobs

Chilly Boi
Chilly Boi, refered to as Chillager on this page, was the first Golden Mob completed on season 6, and is based on an evoker.

Buffs and Properties
The Chillager holds two totems and wears full nethite armor. The Chillager has a permenent health boost at an amplification level of roughly 15. Apon summoning, the Chillager has roughly 25 seconds of regeneration at an amplification level of 100. This makes popping the first totem nearly impossible in the first 25 seconds of the fight, which gives the Chillager enough time for his vex passive to activate and use special attacks. structure name: chilly_boi

Passives

 * Vex Passive

The Vex Passive allows the Chillager to spawn a vex at it's feet every 300 ticks (15 seconds). These vexes are affected by the Chillager's Special Attack Vex Ice.


 * Poison Passive

The poison Passive effects all non-hostile mobs within a 7 block range of the Chillager with fatal posion 2. Once out of range, the poison will persist for 3 seconds.


 * Teleportation Passive

The Teleportation Passive allows the Chillager to teleport upwards by 2 blocks should packedice or blue_ice be detected within it's hitbox. In exchange for negating suffocation death, the Chillager will usually take a small amount of fall damage once out of the ice.

Special Attacks

 * Vex Ice

The Vex Ice special attack makes vexes create a small ball of ice (diameter of 3 blocks) appear at their location. When paired with the vex's ability to move through blocks, long winding trails of ice are left behind the Vex.


 * Fang Ice

The Fang Ice special attack makes the evoker's "fangs", more commonly known as "the spiky trap things that shoot out from the ground", will generate large spikes of ice 8 blocks tall, with a solid 3x3x3 base of ice. In the center of this base, an item frame with a totem of undying can be found. In the structure used to generate the ice spike, the totem is present 100% of the time when loaded. However when loaded by the Fangs, the structures often overlap overriding the totems. When generated in this fashion, totems are present 40%-45% of the time the spike is generated.

Spawning and Natural Generation
All custom mobs are accessible only to admins, as the system to spawn them relies on named silverfish eggs. There are plans to add a method of summoning for survival mode players in the future.