Drowned

Adult

Baby

Adult

Baby

Adult

Baby

Adult

Baby
| Health points |
20HP Γ 10 |
|---|---|
| Armor points |
2 () |
| Behavior |
Neutral |
| Mob type | |
| Attack strength |
Melee: |
| Hitbox size |
In Java Edition: |
| Speed |
0.23 |
| Knockback resistance |
0%β5% |
| Spawn |
When a zombie drowns. |
| Natural equipment |
|
{
"title": "Drowned",
"rows": [
{
"field": "20<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span> Γ 10</span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "2 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"2 armor point\">(link to File:Armor (icon).png article, displayed as 9px|link=|alt=π‘)</span>)",
"label": "(link to Armor article, displayed as Armor points)"
},
{
"field": "Neutral",
"label": "Behavior"
},
{
"field": "(link to Undead article, displayed as Undead), (link to Monster article, displayed as Monster)",
"label": "(link to Mob article, displayed as Mob) type"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Attack<br/>strength"
},
{
"field": "'''In (link to Java Edition article, displayed as ''Java Edition''):'''<br>\n'''Adult:'''<br>Height: 1.95 blocks<br>Width: 0.6 blocks<br>\n'''Baby:'''<br>Height: 0.975 blocks<br>Width: 0.3 blocks<br>\n'''In (link to Bedrock Edition article, displayed as ''Bedrock Edition''):'''<br>\n'''Adult:'''<br>Height: 1.9 blocks<br>Width: 0.6 blocks<br>\n'''Baby:'''<br>Height: 0.95 blocks<br>Width: 0.3 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "0.23",
"label": "(link to Attribute#movementSpeed article, displayed as Speed)"
},
{
"field": "0%β5%",
"label": "(link to Attribute#knockbackResistance article, displayed as Knockback<br/>resistance)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Mob spawning article, displayed as Spawn)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Drops#Equipped items article, displayed as Natural<br/>equipment)"
}
],
"invimages": [
"Drowned Spawn Egg"
],
"images": [
"Drowned.png",
"Baby Drowned.png",
"Drowned with Trident.png",
"Baby Drowned with Trident.png",
"Drowned Targeting.png",
"Baby Drowned Targeting.png",
"Drowned Throwing Trident.png",
"Baby Drowned Throwing Trident.png"
]
}
Drowned are common neutral 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 can throw at range. They are the only renewable source of tridents and copper.
Spawning
Natural generation
Drowned spawn naturally at water blocks that emit light level of 0 and sky light level being 7 and below 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; this restriction does not apply to rivers meaning they can also spawn during the day in that biome as long as it is deep enough for the sky light level to reach 7 and below.
In Bedrock Edition, drowned spawn individually inside flowing water or source water of any depth, but they spawn at higher rates in water that is 2 blocks or taller.β 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. They can spawn during the day as long as the water is deep enough for the sky light level to reach 7 and below.
Drowned have a chance to spawn with either a trident or a fishing rod in their main hand, and occasionally with a nautilus shell in their offhand. In Java Edition, when spawned as a baby drowned they also have a small chance to spawn riding a chicken, creating a drowned chicken jockey. They are the only Overworld zombie variant within the game that cannot spawn naturally with any armor. A drownedβs eyes, nose, mouth and various holes on its body glow a bright turquoise color, but do not provide illumination.
| Category: Monster | Java Edition | Bedrock Edition | |||
|---|---|---|---|---|---|
| Spawn area | Spawn weight | Spawn Chance | Group size | Spawn weight | Group size |
| 100β615 | 16.26% | 1 | 100 | 1 | |
| 95β610 | 15.57% | 1 | 100 | 2β4 | |
| 5β520 | 0.96% | 1 | 100 | 2β4 | |
| 5β520 | 0.96% | 1 | 100 | 2β4 | |
| 5β520 | 0.96% | 1 | 100 | 2β4 | |
| 5β520 | 0.96% | 1 | 100 | 2β4 | |
| 5β520 | 0.96% | 1 | 100 | 2β4 | |
| 5β520 | 0.96% | 1 | 100 | 2β4 | |
| 5β520 | 0.96% | 1 | 100 | 2β4 | |
| 5β520 | 0.96% | 1 | 100 | 2β4 | |
| 5β520 | 0.96% | 1 | 100 | 2β4 | |
| 1β516 | 0.19% | 1 | 5 | 2β4 | |
Ocean ruins
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

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. The zombie begins 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 transforms into drowned, whether it was picked up or naturally equipped, is automatically dropped with an 100% drop rate. In Java Edition, the converted drowned keeps the equipped items.
Only normal zombies can transform into drowned, while zombie villagers and zombified piglins cannot. For husks, they first transform into a regular zombie, and subsequently convert to a drowned in the usual fashion. The zombie that is converted from a husk always has full health even if converted from a damaged husk.
Reinforcements
On Hard difficulty, drowned have a 5% chance to spawn as leaders. Leader drowned can spawn other drowned as reinforcements.
Drops
On death
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0β2 | 66.67% | 1.00 | 0β3 | 83.33% | 1.50 | 0β4 | 91.67% | 2.00 | 0β5 | 94.44% | 2.50 | |
| Copper Ingot[A] | 0β1 | 11.00% | 0.11 | 0β1 | 13.00% | 0.13 | 0β1 | 15.00% | 0.15 | 0β1 | 17.00% | 0.17 | |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0β2 | 2β3 | 1 | 0β3 | 5β6 | 3β2 | 0β4 | 11β12 | 2 | 0β5 | 17β18 | 5β2 | |
| Copper Ingot[A] | 0β1 | 11β100 | 11β100 | 0β1 | 13β100 | 13β100 | 0β1 | 3β20 | 3β20 | 0β1 | 17β100 | 17β100 | |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| Rotten Flesh | 0 | 1β3 (33.33%) | 1β6 (16.67%) | 1β12 (8.33%) | 1β18 (5.56%) | |
| 1 | 1β3 (33.33%) | 1β3 (33.33%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 2 | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | 5β18 (27.78%) | ||
| 3 | 0 | 1β6 (16.67%) | 1β4 (25.00%) | 5β18 (27.78%) | ||
| 4 | 0 | 0 | 1β12 (8.33%) | 1β6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1β18 (5.56%) | ||
| Average | 1 (1.00) | 3β2 (1.50) | 2 (2.00) | 5β2 (2.50) | ||
| Copper Ingot[A] | 0 | 89β100 (89.00%) | 87β100 (87.00%) | 17β20 (85.00%) | 83β100 (83.00%) | |
| 1 | 11β100 (11.00%) | 13β100 (13.00%) | 3β20 (15.00%) | 17β100 (17.00%) | ||
| Average | 11β100 (0.11) | 13β100 (0.13) | 3β20 (0.15) | 17β100 (0.17) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drop | ||||
| Default | Looting I | Looting II | Looting III | ||
| Rotten Flesh | 1.00 | 1.50 | 2.00 | 2.50 | |
| Copper Ingot[A] | 0.11 | 0.13 | 0.15 | 0.17 | |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0β2 | 66.67% | 1.00 | 0β3 | 66.67% | 1.33 | 0β4 | 66.67% | 1.67 | 0β5 | 66.67% | 2.00 | |
| Copper Ingot[A] | 0β1 | 11.00% | 0.11 | 0β1 | 13.00% | 0.13 | 0β1 | 15.00% | 0.15 | 0β1 | 17.00% | 0.17 | |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0β2 | 2β3 | 1 | 0β3 | 2β3 | 4β3 | 0β4 | 2β3 | 5β3 | 0β5 | 2β3 | 2 | |
| Copper Ingot[A] | 0β1 | 11β100 | 11β100 | 0β1 | 13β100 | 13β100 | 0β1 | 3β20 | 3β20 | 0β1 | 17β100 | 17β100 | |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| Rotten Flesh | 0 | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | |
| 1 | 1β3 (33.33%) | 1β6 (16.67%) | 1β12 (8.33%) | 1β18 (5.56%) | ||
| 2 | 1β3 (33.33%) | 1β3 (33.33%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 3 | 0 | 1β6 (16.67%) | 1β4 (25.00%) | 2β9 (22.22%) | ||
| 4 | 0 | 0 | 1β12 (8.33%) | 1β6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1β18 (5.56%) | ||
| Average | 1 (1.00) | 4β3 (1.33) | 5β3 (1.67) | 2 (2.00) | ||
| Copper Ingot[A] | 0 | 89β100 (89.00%) | 87β100 (87.00%) | 17β20 (85.00%) | 83β100 (83.00%) | |
| 1 | 11β100 (11.00%) | 13β100 (13.00%) | 3β20 (15.00%) | 17β100 (17.00%) | ||
| Average | 11β100 (0.11) | 13β100 (0.13) | 3β20 (0.15) | 17β100 (0.17) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drop | ||||
| Default | Looting I | Looting II | Looting III | ||
| Rotten Flesh | 1.00 | 1.33 | 1.67 | 2.00 | |
| Copper Ingot[A] | 0.11 | 0.13 | 0.15 | 0.17 | |
Adult drowned drop 5XP and an additional 1β3XP per naturally-spawned equipment if killed by a player, axolotl or tamed wolf. Baby drowned drop 12XP and an additional 1β3XP per naturally-spawned equipment if killed by a player, axolotl or tamed wolf.
- 1
Helmet,
Chestplate,
Leggings, and/or
Boots.β
Any picked-up equipment has a 100% chance of dropping, and drops without changing the damage that has accumulated on it.
Equipment
Java Edition
For naturally-spawned drowned:
- In the main hand (mutually exclusive):
- Each drowned has a 6.25% chance to spawn with a
trident. May be enchanted.β - Each drowned has a 3.75% chance to spawn with a
fishing rod. May be enchanted.β
- Each drowned has a 6.25% chance to spawn with a
- In the offhand:
- Each drowned has a 3% chance to spawn with a
nautilus shell.
- Each drowned has a 3% chance to spawn with a
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:
- In the main hand (mutually exclusive):
- Each drowned has a 15% chance to spawn with a
trident. May be enchanted.β - Each drowned has a 0.85% chance to spawn with a
fishing rod. May be enchanted.β
- Each drowned has a 15% chance to spawn with a
- In the offhand:
- Each drowned has a 8% chance to spawn with a
nautilus shell.
- Each drowned has a 8% chance to spawn with a
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 1% per level of Looting, up to a max of 28% 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
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

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 passiveβ or neutralβ 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
Generic
They are always hostile toward axolotls. Like other zombie variants, they chase and attack villagers, wandering traders, snow golems,β 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
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.β[3]
If one drowned is hit by another drowned's thrown trident, the attacked drowned ignores it. β
Sometimes,β 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
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
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
Being an undead mob, they are:
- Damaged by the status effect Instant Health and healed by the status effect Instant Damage.
- Unaffected by the status effects Regeneration and Poison.
- Ignored by the wither.
- Affected by the Smite enchantment.
- Threatening to armadillos, causing them to hide in their shell.
Swimming

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
Java Edition:
Drowned use the Hostile Creatures sound category for entity-dependent sound events.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
| βDrowned gurgles | Hostile Mobs | Randomly while on land | entity | subtitlesβ | 0.9 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
| βDrowned gurgles | Hostile Mobs | Randomly while in water | entity | subtitlesβ | 0.9 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
| βDrowned hurts | Hostile Mobs | When a drowned is damaged while on land | entity | subtitlesβ | 0.9 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
| βDrowned hurts | Hostile Mobs | When a drowned is damaged while in water | entity | subtitlesβ | 0.9 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
| βDrowned dies | Hostile Mobs | When a drowned dies while on land | entity | subtitlesβ | 0.9 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
| βDrowned dies | Hostile Mobs | When a drowned dies while in water | entity | subtitlesβ | 0.9 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
| βFootsteps | Hostile Mobs | While a drowned is walking on land | entity | subtitlesβ | 0.15 [sound 1] | 1.0 [sound 1] | 16 | |
| βDrowned swims | Hostile Mobs | While a drowned is swimming | entity | subtitlesβ | Around 0.003 [sound 2] | 0.6-1.4 | 16 | |
| βDrowned throws Trident | Hostile Mobs | When a drowned throws a trident | entity | subtitlesβ | 1.0 | 5β6-1.25 | 16 | |
| βZombie infects | Hostile Mobs | When a drowned infects a villager | entity | subtitlesβ | 2.0 | 0.8-1.2 | 16 | |
| βDoor shakes | Hostile Mobs | While a drowned is breaking a wooden door | entity | subtitlesβ | 2.0 | 0.8-1.2 | 16 | |
| βDoor breaks | Hostile Mobs | When a drowned breaks a wooden door | entity | subtitlesβ | 2.0 | 0.8-1.2 | 16 | |
| βTurtle Egg stomped | Hostile Mobs | When a drowned is jumping on turtle eggs | entity | subtitlesβ | 0.5 | 0.9-1.1 | 16 | |
| βZombie converts to Drowned | Hostile Mobs | When a zombie converts to a drowned | entity | subtitlesβ | 2.0 | 0.8-1.2 | 16 | |
- β a b This variable is block-dependent, and varies depending upon the block
- β 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 0.35Γ(the momentum of the drowned, with the horizontal axes multiplied by 0.2)
| Sounds | |||||
|---|---|---|---|---|---|
| Sound | Source | Description | Resource location | Volume | Pitch |
| Hostile Creaturesβ Hostile Mobsβ | Randomly while on land | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| Hostile Creaturesβ Hostile Mobsβ | Randomly while in water | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| Hostile Creaturesβ Hostile Mobsβ | When a drowned is damaged while on land | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| Hostile Creaturesβ Hostile Mobsβ | When a drowned is damaged while in water | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| Hostile Creaturesβ Hostile Mobsβ | When a drowned dies while on land | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| Hostile Creaturesβ Hostile Mobsβ | When a drowned dies while in water | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| Hostile Creaturesβ Hostile Mobsβ | While a drowned is walking on land | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| Hostile Creaturesβ Hostile Mobsβ | While a drowned is swimming | mob | 1.0 | 0.8-1.2 | |
| Hostile Creaturesβ Hostile Mobsβ | When a drowned throws a trident | mob | 1.0 | 0.8-1.2 | |
| Hostile Creaturesβ Hostile Mobsβ | While a drowned is breaking a wooden door | mob | 1.0 | 1.0 | |
| Hostile Creaturesβ Hostile Mobsβ | When a drowned breaks a wooden door | mob | 1.0 | 1.0 | |
| Players | When a drowned is jumping on turtle eggs | fall | 0.5 | 0.9-1.0 | |
| Hostile Creaturesβ Hostile Mobsβ | Unused sound event[sound 1] | entity | 1.0 | 1.0 | |
| None | None | Undefined sound event[sound 1] | mob | 1.0-2.0 | 0.3-1.0 |
- β a b MCPE-53297
Data values
ID
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
drowned | axolotl_always_hostilescan_breathe_under_waterignores_poison_and_regeninverted_healing_and_harmundeadwither_friendszombies | entity |
| Name | Identifier | Numeric ID | Translation key |
|---|---|---|---|
drowned | 110 | entity |
Entity data
Drowned have entity data associated with them that contains various properties.
- [NBT Compound / JSON Object] Entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Tags common to all zombies see Template:Nbt inherit/zombie/template
Achievements
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| It Spreads | Kill a mob next to a catalyst | β | 10 | Bronze | |||
| Monster Hunter | Attack 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. | 15 | Bronze | |||
| Overkill | Deal 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. | 30 | Bronze | |||
| Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |||
Advancements
History
The specific instructions are: Render of drowned in Bedrock Edition.
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.13 | 18w11a | ||||||
| 18w15a | Drowned now occasionally spawn with a nautilus shell. | ||||||
| 18w16a | Drowned now spawn in underwater ruins. | ||||||
| 18w22a | |||||||
| 1.14 | 18w43a | Drowned no longer spawn in swamps. | |||||
| 19w05a | Drowned are now hostile toward the new wandering traders. | ||||||
| 19w06a | The drowned's trident throwing animation has been changed from to | ||||||
| 19w07a | The drowned's trident throwing animation has been changed from | ||||||
| 19w14a | Drowned no longer have a unique swimming animation.[5] | ||||||
| 1.15 | 19w46a | Baby drowned can now be spawned by using the drowned spawn egg on it.[6] | |||||
| 1.16 | 20w10a | Firework damage now provokes drowned with tridents.[7] | |||||
| 1.17 | 21w05a | Drowned now drop copper ingots instead of gold ingots. | |||||
| 1.17.1 | Pre-release 1 | Increased 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. | |||||||
| 1.18 | 21w37a | Drowned are now able to spawn in warm oceans.[8] | |||||
| 21w39a | Drowned are now able to spawn in aquifers inside dripstone caves. | ||||||
| 1.19.4 | 23w05a | Drowned now have a unique swimming animation again.[5] | |||||
| 1.20.3 | 23w40a | Drowned are now part of the #can_breathe_under_water, #undead and #zombies tags. | |||||
| 1.21 | 24w18a | Drowned can now use the Channeling enchantment.[9] | |||||
| 24w20a | Drowned can no longer use the Channeling enchantment. | ||||||
| 1.21.2 | 24w33a | Drowned can no longer spawn reinforcements.[10] | |||||
| Drowned can now use the Loyalty, Channeling and Impaling enchantments. | |||||||
| 24w39a | Drowned can again spawn reinforcements, spawning more drowned instead of zombies.[11] | ||||||
| 1.21.4 | 24w45a | Drowned now prefer to pick up tridents from the ground as opposed to other items. | |||||
| Bedrock Edition | |||||||
| 1.2.13 Experiment | beta 1.2.13.8 | ||||||
| Drowned use lower-pitched zombie sounds as a placeholder. | |||||||
| 1.4.0 Experiment | beta 1.2.14.2 | ||||||
| The drowned's face now glows in the dark. | |||||||
| Drowned now have their own sounds. | |||||||
| beta 1.2.20.1 | Drowned no longer drop sponge. | ||||||
| Baby drowned now burn in sunlight. | |||||||
| 1.5.0 | beta 1.5.0.0 | Drowned are now present outside of experimental gameplay. | |||||
| Drowned now have a chance to hold nautilus shells. | |||||||
| 1.10.0 | beta 1.10.0.3 | Drowned are now hostile toward the new wandering traders. | |||||
| The number of drowned mobs that spawn has been reduced. | |||||||
| Drowned no longer spawn in swamps. | |||||||
| 1.16.0 | beta 1.15.0.51 | A converted drowned can no longer generate with a trident. | |||||
| Drowned without tridents no longer drop a trident. | |||||||
| beta 1.16.0.51 | Drowned now have the ability to pick up items. | ||||||
| 1.16.210 Experiment | beta 1.16.210.57 | Drowned now drop copper ingots instead of gold ingots. | |||||
| 1.17.30 | beta 1.17.30.20 | Drowned no longer pick up glow ink sacs. | |||||
| 1.21.20 | Preview 1.21.10.22 | Drowned now spawn individually in rivers instead of in groups of two. | |||||
| Drowned now spawn in aquifers in dripstone caves.[12] | |||||||
| 1.21.60 | Preview 1.21.60.21 | Baby drowned now move with the same speed as baby zombies and baby zombie villagers.[13] | |||||
| Legacy Console Edition | |||||||
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | |||
| 1.91 | Drowned are now hostile toward the new wandering traders. | ||||||
Issues
Issues relating to "Drowned" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia
- Drowned are not considered as aquatic mobs, instead, they are considered as undead and are therefore unaffected by the Impaling enchantment.β[14]
- A drowned chicken jockey that spawns underwater 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 chicken jockey spawned in.β
- 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 (in addition to their noses and mouths) that appear to glow, although they do not produce light.
- The sounds for drowned were recorded by Samuel Γ berg gurgling milk.[15][16]
Gallery
Renders
-
A drowned with a fishing rod. -
A drowned holding both a trident and a nautilus shell. -
A drowned chicken jockey. -
A drowned without its second layer (this state cannot be seen in vanilla gameplay).
Screenshots
-
A passive drowned during the day, standing in the shade. -

-
A group of drowned attacking the player. -
A drowned near an ocean ruin within a coral reef. -
A drowned attacking a pufferfish after being attacked by it. -
A drowned swimming in a river in Bedrock Edition. -
Drowned can sometimes spawn in ocean ruins in positions that they can't get out of. -
A drowned wearing armor. This occurs only on drowned converted from zombies, not naturally spawned drowned.β -
A drowned with the same posture as a player, when holding a nautilus shell or anything else in their offhand.β -
Drowned wearing a pumpkin on Halloween. -
A drowned chicken jockey. -
A left-handed drowned holding its trident in the wrong direction. -
Drowned with Loyalty trident gets swarmed by its own tridents. -
A trident drowned in a savanna village. -
A creeper and drowned mixed together. -
A drowned chasing the player while holding a fishing rod.
Mojang images
-
An unreleased drowned texture. -
Diving contest!
Textures
-
Drowned outer layer texture file. -
Drowned texture file.
In other media
-
Artwork of a Drowned with a fishing rod, used on the Minecraft 15th anniversary page.[17] -
Efe fighting several drowned underwater. -
![An enderman and drowned embrace on a floating door in the middle of the ocean, parodying a shot from the film Titanic.[18]](./_assets_/4c93d54c65be2ef73844e5c9a4a28e86.jpeg)
-
An animation of a zombie converting into a drowned.[19]
-
LEGO Minecraft Drowned. -
Acid Drowned, an official T-shirt design.
References
- β MC-68605
- β MC-187536 β Drowned with tridents try to throw tridents at players from an infinite distance
- β MC-2432 β resolved as "Works As Intended".
- β MC-127296
- β a b MC-147711
- β MC-2871
- β MC-111498 β Fireworks and water bottles damage don't make neutral mobs angry or hostile β resolved as "Fixed".
- β MC-159025 β Drowned do not spawn in warm ocean biomes β resolved as "Fixed".
- β MC-271629
- β MC-14800
- β MC-275544
- β MCPE-144066
- β MCPE-34574 β Baby drowned does not have the same speed as other baby zombies β resolved as "Fixed".
- β MC-128249 β resolved as "Works As Intended".
- β "Zombie + Milk = Drowned?" β Minecraft on YouTube, September 21, 2023
- β "Growth & Evolution - Part 3: 15 Years of Minecraft" β Minecraft on YouTube, June 5, 2024
- β "Shape your world" β Minecraft.net.
- β "Titanic Scene - "Promise me Now Rose, and Never Let Go of that Promise"" β Titanic World on YouTube, August 7, 2017
- β "Poor zombies are constantly stumbling into Minecraftβs oceans! But what happens to them down in the depths?" @minecraft on Instagram, July 2, 2018
External links
- DANGER: SCARY MOB SPOTTED IN SEAS β Minecraft.net on July 2, 2018


