* A [[Minecraft:passive]] flying mob found in [[Minecraft:pillager outpost]] cages or [[Minecraft:woodland mansion]] jail cells.
* Voted to be in the update during [[Minecraft:Minecraft Live 2021]].
* Follows the player around when holding an item.
* Can find dropped blocks or items for a player, collecting the same items from the world as it holds in its hand.
** In that state, the owner is unable to harm the allay unless its related to its surroundings.
** Picks up dropped items in loaded chunks and can carry up to a stack at a time,<ref>https://reddit.com/r/Minecraft/comments/q81usv/comment/hgmfpl6</ref> and cannot duplicate items<ref>{{tweet|kingbdogz|1447945258743091200|Allays are not item duplicators, they pick up items nearby on the floor that are the same item it has been given. So you could give it a dirt block, then it will find dirt blocks that are dropped, collect them, then return and drop them to you or a note block you've set up.|October 12, 2021}}</ref> or take items out of [[Minecraft:chest]]s.<ref>{{tweet|kingbdogz|1447945260366286853|They cannot get items from chests either. Only dropped items. You could feasibly use this for item sorting if you make a cool contraption :D|October 12, 2021}}</ref> It drops its collected items when in range of a [[Minecraft:note block]].
* Will collect any item close by and drop it to either an activated [[Minecraft:note block]] or the player.
<!-- Do not add any information regarding the jukebox. As of now, it is confirmed that only the allay can drop items in range of a note block. Nowhere has it been stated by a Minecraft developer that the allay can also drop items in range of a jukebox. Adding the mention of a jukebox without a proper source stating such will be immediately reverted. -->
* Can be duplicated using [[Minecraft:amethyst shard]]s when playing to a [[Minecraft:jukebox]].
* If it holds an item it got from a player, it follows that player, up to a distance of 64 blocks away.
** It can be made to hold an item by interacting with the allay (pressing {{control|use}}).
** The item can also be removed by interacting with the allay (pressing {{control|use}}) while with an empty hand.
* Able to drop items at nearby [[Minecraft:note block]]s, and stay close to a note block that has been played near them.
* When a note block is played near them, that note block becomes their favorite one for 30 seconds, and they attempt to drop off items at that note block rather than at the player.
** Connecting with [[Minecraft:note block]]s is visualized by the vibration particle.
** Connecting with note blocks can be blocked by [[Minecraft:wool]], by placing wool between the allay and the note block.
* If they have items in their inventory, they attempt to give them to their owner.
* Sometimes spawn in cages next to [[Minecraft:pillager outpost]]s (similar to [[Minecraft:iron golem]]s), and inside [[Minecraft:woodland mansion]] jail cells.
* There is a 3 second delay for picking up new items after delivering items.
* Immune to damage from its owner while holding an item.
* Have {{hp|20}} health points and a natural health regeneration of {{hp|2}} per second.
* A passive semi-aquatic mob that spawns in [[Minecraft:swamp]]s and [[Minecraft:mangrove swamp]]s.
* Can croak, jump, swim, and slowly walk on land.
* Can jump 8 blocks height.
** Can jump over 5 blocks.
** Occasionally prefer to land on [[Minecraft:lily pad]]s or [[Minecraft:big dripleaves]].
** Frogs are faster in water than on land.
* [[File:Temperate Frog Tongue.gif|50px]] Eats small [[Minecraft:slime]]s and [[Minecraft:magma cube]]s by launching its tongue, the latter produces [[Minecraft:froglight]]s.
** Prefer to jump to [[Minecraft:lily pad]] and [[Minecraft:big dripleaf]].
* Can be bred using [[Minecraft:slime ball]]s, which laids [[Minecraft:frogspawn]].
* Are able to target specific mobs as food, using a base attack strength of 10.
** Eats small [[Minecraft:slime]]s, dropping [[Minecraft:slimeball]]s.
** Eats small [[Minecraft:magma cube]]s, dropping [[Minecraft:froglight]]s.
* Can be tempted and bred using slimeballs.
** Lay [[Minecraft:Frogspawn|eggs]] on water after mating.
* Grow from [[Minecraft:tadpole]]s.
** Variants depend on the [[Minecraft:Biome#Temperature_2|temperature]] of the biome it turns from a tadpole to a frog in.
* Have {{hp|10}} health points.
* Has three variants:
* Has three variants:
** '''[[File:Temperate Frog.png|32px]] Temperate frog''': A variant that spawns in temperate biomes.
** '''[[File:Temperate Frog.png|32px]] Temperate frog''': A variant that spawns in temperate biomes.
* A blind, powerful, yet evadable hostile mob, with the most health out of any mob.
* The first fully blind mob ([[Minecraft:bat]]s have basic eyesight, both in-game and in the real world).
* [[File:Warden emerging.gif|42px]] Spawns in from above after enough sculk shriekers have been activated.
** Because of this, it stumbles as it walks.
* Being blind, it can only detect players and mobs using vibration, smell, and touch.
** Has a sense of smell. It can detect and pathfind toward the general location of a player or mob through a "smelling" action.
* Upon finding a target, the warden roars and pursues the target.
*** Prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.
* [[File:Warden Sonic Boom Attack 22w18a.gif|42px]] If it cannot reach the target, the warden does a sonic boom attack that bypasses armor, enchantments, shields, and other mob-related armor.
** Has a sense of vibration. When sensing movement, it pathfinds toward the source of the movement.
* [[File:Warden digging.gif|42px]] If not aggravated for 60 seconds, the warden will burrow down and despawn.
*** It follows and attacks players, mobs, and other entities that make vibrations.<ref group="note">The Warden does not attack non-mob entities but it does follow the vibrations that they make.</ref>
* Drops a [[Minecraft:sculk catalyst]] when killed.
**** It does not attack other wardens.
*** When it detects a vibration, the growths on its head rattle and light up, similar to the [[Minecraft:sculk sensor]].
**** Seems to follow the same rules as the [[Minecraft:sculk sensor]] when detecting vibrations.
**** If any projectile (e.g. [[Minecraft:egg]], [[Minecraft:snowball]], [[Minecraft:arrow]]) lands near it, the warden inspects the location where the projectile landed, due to the projectile creating significant vibrations. This feature can be used in order to cause a distraction.
*** Does not detect players that are [[Minecraft:sneaking]].
** Can detect players or mobs that have the [[Minecraft:Invisibility]] effect.
* Becomes more suspicious of a player or mob as it detects its location more through vibrations and/or smelling. When it suspects the target enough, it identifies its exact location, which aggravates it, causing it to pathfind toward the target to attack regardless of outside distractions.
* Spawns in the deep dark biome, specifically when a player activates sculk shriekers three times.
** It is the only mob that spawns in the deep dark biome.
* "Emerges" from the ground when spawned by [[Minecraft:sculk shrieker]]s.
** Digs back into the ground when it does not sense any vibration after 60 seconds.
*** Like how [[Minecraft:name tag]]s prevent despawning, name tags can also prevent wardens from being able to burrow back to the ground.
*** Wardens do not dig back when they're in water.
* A mob designed to be extremely difficult, intended to be avoided and fled from.
** Has {{hp|500}} health points (more than a wither, except {{in|BE}} on Hard mode, where wither has {{hp|600}} health) and does {{hp|30}} damage on Normal difficulty, bringing players wearing full [[Minecraft:Armor|netherite armor]] from full health to {{hp|7}} health points. Wardens also disable [[Minecraft:shield]]s when they hit the players with their fists, and are at least as fast as a walking player.
* Is immune to fire damage, knockback, and liquid slowdown.
* Drops a single [[Minecraft:sculk catalyst]] on death, as well as a negligible amount of experience, making slaying it not worthwhile at all.
** The warden does not qualify as a target for the [[Minecraft:advancement]] "Monster Hunter" and is not needed to receive the advancement "Monsters Hunted" due to its role, although it is still classified as a monster.
* Warden's chest has a glowing core that appears to brighten and dim in tandem with the [[Minecraft:Darkness]] effect.
** The core creates a low throbbing or "heartbeat" sound as it pulses. The sound and animation speed up rapidly as the warden gets more suspicious of or closer to attacking a player or mob.
* Is about 3.5 blocks tall, making it one of the tallest mobs in the game, exceeding the [[Minecraft:iron golem]] and [[Minecraft:enderman]] in height and width (the same).
* Can charge a ranged attack when the player is building high, hiding behind walls or being out of range of their melee attack.
** Their rib cages open up to shriek a sonically charged ranged attack that can penetrate walls and bypasses shields and armor (including the damage reduction by armor enchantments such as [[Minecraft:Protection]]).
** The ranged attack deals {{Hp|10}} damage in Normal and can hit at a horizontal distance of 15 blocks.
** The ranged attack can hit only one target at a time.
=== Non-mob entities ===
=== Non-mob entities ===
Revision as of 11:18, 19 May 2026
For the {{{Description}}} of the same name, see [[{{{Destination}}}]].
If it holds an item it got from a player, it follows that player, up to a distance of 64 blocks away.
It can be made to hold an item by interacting with the allay (pressing Template:Control).
The item can also be removed by interacting with the allay (pressing Template:Control) while with an empty hand.
Able to drop items at nearby Minecraft:note blocks, and stay close to a note block that has been played near them.
When a note block is played near them, that note block becomes their favorite one for 30 seconds, and they attempt to drop off items at that note block rather than at the player.
The first fully blind mob (Minecraft:bats have basic eyesight, both in-game and in the real world).
Because of this, it stumbles as it walks.
Has a sense of smell. It can detect and pathfind toward the general location of a player or mob through a "smelling" action.
Prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.
Has a sense of vibration. When sensing movement, it pathfinds toward the source of the movement.
It follows and attacks players, mobs, and other entities that make vibrations.<ref group="note">The Warden does not attack non-mob entities but it does follow the vibrations that they make.</ref>
It does not attack other wardens.
When it detects a vibration, the growths on its head rattle and light up, similar to the Minecraft:sculk sensor.
If any projectile (e.g. Minecraft:egg, Minecraft:snowball, Minecraft:arrow) lands near it, the warden inspects the location where the projectile landed, due to the projectile creating significant vibrations. This feature can be used in order to cause a distraction.
Becomes more suspicious of a player or mob as it detects its location more through vibrations and/or smelling. When it suspects the target enough, it identifies its exact location, which aggravates it, causing it to pathfind toward the target to attack regardless of outside distractions.
Spawns in the deep dark biome, specifically when a player activates sculk shriekers three times.
It is the only mob that spawns in the deep dark biome.
Digs back into the ground when it does not sense any vibration after 60 seconds.
Like how Minecraft:name tags prevent despawning, name tags can also prevent wardens from being able to burrow back to the ground.
Wardens do not dig back when they're in water.
A mob designed to be extremely difficult, intended to be avoided and fled from.
Has Template:Hp health points (more than a wither, except Template:In on Hard mode, where wither has Template:Hp health) and does Template:Hp damage on Normal difficulty, bringing players wearing full netherite armor from full health to Template:Hp health points. Wardens also disable Minecraft:shields when they hit the players with their fists, and are at least as fast as a walking player.
Is immune to fire damage, knockback, and liquid slowdown.
Drops a single Minecraft:sculk catalyst on death, as well as a negligible amount of experience, making slaying it not worthwhile at all.
The warden does not qualify as a target for the Minecraft:advancement "Monster Hunter" and is not needed to receive the advancement "Monsters Hunted" due to its role, although it is still classified as a monster.
Warden's chest has a glowing core that appears to brighten and dim in tandem with the Minecraft:Darkness effect.
The core creates a low throbbing or "heartbeat" sound as it pulses. The sound and animation speed up rapidly as the warden gets more suspicious of or closer to attacking a player or mob.
Is about 3.5 blocks tall, making it one of the tallest mobs in the game, exceeding the Minecraft:iron golem and Minecraft:enderman in height and width (the same).
Can charge a ranged attack when the player is building high, hiding behind walls or being out of range of their melee attack.
Their rib cages open up to shriek a sonically charged ranged attack that can penetrate walls and bypasses shields and armor (including the damage reduction by armor enchantments such as Minecraft:Protection).
The ranged attack deals Template:Hp damage in Normal and can hit at a horizontal distance of 15 blocks.
The ranged attack can hit only one target at a time.
While this update introduces Minecraft:mud as a block, mud has existed in the franchise as a Minecraft:fluidTemplate:In. The properties of mud in this update are identical to a block.
Kingbdogz stated in a tweet that the souls in the warden's chest is incredibly important to its lore.<ref>Template:Tweet</ref>
The official artwork and trailer for the update is notable for marking the first appearance of Sunny and Noor, before their official introduction into the game.
Similarly, Efe's first appearance was in the What Will You Uncover trailer.