Tribulation

Mob Reference

All 21 scaled vanilla mobs, what they gain per level, and the abilities they unlock at each tier. Every number below is the shipping default — all of it is tunable in config.

How to Read This Page

Each mob's stat line shows the time-axis gain per player level and its cap, per attribute. Health, damage, and speed are percentages of the mob's base stat (a zombie at +250% health has 3.5× its vanilla 20 HP); armor and toughness are flat points. Distance and height bonuses stack on top of health, damage, armor, and toughness, and global stat caps (health 4.0×, damage 4.5×) bound the total — see Features for the axis math.

Abilities unlock at the five tier thresholds — levels 50 / 100 / 150 / 200 / 250 by default — and stay with the mob for life: a mob's tier is frozen at spawn. Every ability has its own config toggle.

Follow range also scales for every listed mob (+1.0%/level, max +100%; +0.8%/level, max +80% for endermite, silverfish, and witch). Abilities that place or break blocks respect the mobGriefing gamerule.

Zombie Family

The four zombie-family mobs can also roll the Big (10%: +10 HP, +2 damage, 0.7× speed, 1.3× size) or Speed (10%: 1.3× speed, −10 HP) variant on top of normal scaling.

Zombie

HP +1.0%/lvl (max +250%) · Damage +1.5%/lvl (max +375%) · Speed +0.12%/lvl (max +30%) · Armor +0.032/lvl (max +8) · Toughness +0.024/lvl (max +6)

  • Tier 1 (lvl 50): +10% chance to summon reinforcements when hurt (vanilla mechanic, boosted)
  • Tier 3 (lvl 150): breaks down doors (vanilla hard-difficulty behavior, always on)
  • Tier 5 (lvl 250): sprints — +15% movement speed

Husk

HP +1.1%/lvl (max +275%) · Damage +1.5%/lvl (max +375%) · Speed +0.12%/lvl (max +30%) · Armor +0.032/lvl (max +8) · Toughness +0.024/lvl (max +6)

  • Tier 4 (lvl 200): its hits inflict Hunger II instead of vanilla's Hunger I (same duration)

Drowned

HP +1.0%/lvl (max +250%) · Damage +1.4%/lvl (max +350%) · Speed +0.12%/lvl (max +30%) · Armor +0.024/lvl (max +6) · Toughness +0.020/lvl (max +5)

  • Tier 2 (lvl 100): spawns holding a trident if it would otherwise be empty-handed

Zombified Piglin

HP +1.0%/lvl (max +250%) · Damage +1.5%/lvl (max +375%) · Speed +0.12%/lvl (max +30%) · Armor +0.024/lvl (max +6) · Toughness +0.020/lvl (max +5)

  • Tier 5 (lvl 250): +50% follow range — the pack aggros from much further away

Skeleton Family

Skeleton

HP +1.0%/lvl (max +250%) · Damage +1.2%/lvl (max +300%) · Speed +0.12%/lvl (max +30%) · Armor +0.020/lvl (max +5) · Toughness +0.015/lvl (max +4)

  • Tier 2 (lvl 100): trades its bow for a stone sword at spawn — a melee skirmisher instead of an archer
  • Tier 4 (lvl 200): permanently aflame (with Fire Resistance), so every arrow is a flame arrow — vanilla's burning-skeleton mechanic

Stray

HP +1.0%/lvl (max +250%) · Damage +1.2%/lvl (max +300%) · Speed +0.12%/lvl (max +30%) · Armor +0.020/lvl (max +5) · Toughness +0.015/lvl (max +4)

  • Tier 2 (lvl 100): its arrows upgrade from vanilla Slowness to Slowness II — a harder snare backed by a much deeper health pool

Bogged

HP +1.0%/lvl (max +250%) · Damage +1.2%/lvl (max +300%) · Speed +0.12%/lvl (max +30%) · Armor +0.020/lvl (max +5) · Toughness +0.015/lvl (max +4)

  • Tier 2 (lvl 100): its arrows upgrade from vanilla Poison to Poison II

Wither Skeleton

HP +1.2%/lvl (max +300%) · Damage +1.6%/lvl (max +400%) · Speed +0.12%/lvl (max +30%) · Armor +0.024/lvl (max +6) · Toughness +0.020/lvl (max +5)

  • Tier 3 (lvl 150): sprints — +15% movement speed
  • Tier 4 (lvl 200): its held weapon gains Fire Aspect I — Wither effect and fire in one hit

Arthropods

Spider

HP +0.8%/lvl (max +200%) · Damage +1.2%/lvl (max +300%) · Speed +0.2%/lvl (max +50%) · Armor +0.016/lvl (max +4) · Toughness +0.012/lvl (max +3)

  • Tier 2 (lvl 100): places a cobweb at your feet on a successful hit (only into air, respects mobGriefing)
  • Tier 3 (lvl 150): tramples crops and farmland in a 3×3 area around its target on hit
  • Tier 5 (lvl 250): leap attack — +50% jump strength

Cave Spider

HP +0.6%/lvl (max +150%) · Damage +1.0%/lvl (max +250%) · Speed +0.2%/lvl (max +50%) · Armor +0.008/lvl (max +2) · Toughness +0.008/lvl (max +2)

  • Tier 2 (lvl 100): places a cobweb at your feet on hit — poison plus a snare

Silverfish

HP +0.5%/lvl (max +125%) · Damage +0.8%/lvl (max +200%) · Speed +0.1%/lvl (max +25%) · no armor scaling

  • Tier 2 (lvl 100): when hurt, calls nearby silverfish out of infested blocks — the swarm assembles faster

Endermite

HP +0.5%/lvl (max +125%) · Damage +1.0%/lvl (max +250%) · Speed +0.24%/lvl (max +60%) · no armor scaling

  • The fastest speed scaling in the roster
  • Tier 2 (lvl 100): when hurt, wakes nearby silverfish from infested blocks to join the fight

Illagers & Witch

Pillager

HP +1.0%/lvl (max +250%) · Damage +1.4%/lvl (max +350%) · Speed +0.12%/lvl (max +30%) · Armor +0.024/lvl (max +6) · Toughness +0.020/lvl (max +5)

  • Tier 2 (lvl 100): its crossbow gains Quick Charge I — faster reloads between bolts
  • Tier 4 (lvl 200): its crossbow gains Multishot — three bolts per shot

Vindicator

HP +1.2%/lvl (max +300%) · Damage +2.0%/lvl (max +500%) · Speed +0.12%/lvl (max +30%) · Armor +0.032/lvl (max +8) · Toughness +0.024/lvl (max +6)

  • The steepest damage scaling in the roster — its axe was already vanilla's hardest-hitting weapon
  • Tier 3 (lvl 150): breaks down doors on any difficulty — no hiding behind a closed door
  • Tier 4 (lvl 200): permanent Resistance I — takes 20% less damage from everything

Witch

HP +0.8%/lvl (max +200%) · Damage +0.8%/lvl (max +200%) · Speed +0.08%/lvl (max +20%) · Armor +0.016/lvl (max +4) · Toughness +0.012/lvl (max +3)

  • Gentle stat scaling on purpose — her potion kit is the threat
  • Tier 3 (lvl 150): throws lingering potions instead of splash — the cloud stays where it lands
  • Tier 5 (lvl 250): drinks healing potions far more aggressively (25% chance per tick vs vanilla's 5%) — much harder to burst down

Ravager

HP +1.6%/lvl (max +400%) · Damage +1.4%/lvl (max +350%) · Speed +0.08%/lvl (max +20%) · Armor +0.032/lvl (max +8) · Toughness +0.024/lvl (max +6)

  • The biggest health scaling in the roster — a late-raid Ravager is a siege engine
  • Tier 3 (lvl 150): its roar knocks back from a wider radius (6 blocks vs vanilla's 4)

Nether & Ocean

Piglin

HP +1.0%/lvl (max +250%) · Damage +1.4%/lvl (max +350%) · Speed +0.12%/lvl (max +30%) · Armor +0.024/lvl (max +6) · Toughness +0.020/lvl (max +5)

  • Tier 2 (lvl 100): spawns holding a crossbow if it would otherwise be empty-handed

Hoglin

HP +1.4%/lvl (max +350%) · Damage +1.6%/lvl (max +400%) · Speed +0.12%/lvl (max +30%) · Armor +0.024/lvl (max +6) · Toughness +0.020/lvl (max +5)

  • Tier 1 (lvl 50): +0.5 knockback resistance — it keeps charging through your hits

Zoglin

HP +1.4%/lvl (max +350%) · Damage +1.5%/lvl (max +375%) · Speed +0.12%/lvl (max +30%) · Armor +0.024/lvl (max +6) · Toughness +0.020/lvl (max +5)

  • Tier 3 (lvl 150): permanent Fire Resistance — lava and flame won't save you

Guardian

HP +1.0%/lvl (max +250%) · Damage +1.4%/lvl (max +350%) · Speed +0.1%/lvl (max +25%) · Armor +0.020/lvl (max +5) · Toughness +0.020/lvl (max +5)

  • Beam damage rides the damage axis
  • Tier 3 (lvl 150): charges its beam in half the time (floor 20 ticks) — far less reaction window

Creeper

Creeper

HP +0.8%/lvl (max +200%) · Damage +1.0%/lvl (max +250%) · Speed +0.12%/lvl (max +30%) · Armor +0.016/lvl (max +4) · Toughness +0.012/lvl (max +3)

  • Tier 1 (lvl 50): shorter fuse — 15 ticks (0.75s) instead of vanilla's 30 (1.5s)
  • Tier 5 (lvl 250): 25% chance to spawn charged, exactly as if struck by lightning

Beyond the List

Modded Hostile Mobs

Any modded mob extending Monster automatically gets the conservative fallback: zombie-equivalent health (+1.0%/lvl, max +250%) and damage (+1.5%/lvl, max +375%) only — no speed, armor, or AI changes, so the mod author's tuning is respected. Exclude namespaces or override individual entities in config.

Bosses

The Ender Dragon, Wither, and anything tagged c:bosses use a separate, gentler formula: health and damage only, time and distance axes only (no height), capped at +300% total. No tier abilities — a boss fight stays a boss fight, just one that grows with you.

Inspect any live mob's actual modifiers in-game with /tribulation inspect. Mod developers can read the same data through the public API.