All Mobs & AI Behaviors
Every mob in Craftics has unique combat intelligence. 60+ mobs with 67 distinct AI strategies across 3 dimensions.
How AI Works
Each turn during the enemy phase, every mob on the grid evaluates the board state and chooses an action. Actions include moving, attacking, fleeing, using abilities, or idling. Mobs have different speed values determining how many tiles they can move per turn. Some mobs react to being hit (enrage, flee, counterattack), and some coordinate with allies (horde bonus, swarm aggression).
Passive Mobs
Farm animals and wildlife that wander peacefully. They flee when attacked but never initiate combat.
| Mob | AI | Speed | Behavior |
|---|---|---|---|
| Cow | Passive | 1 | Wanders 1-2 tiles. Flees 2 tiles when hit. |
| Pig | Passive | 1 | Wanders 1-2 tiles. Flees 2 tiles when hit. |
| Sheep | Passive | 1 | Wanders 1-2 tiles. Flees 2 tiles when hit. |
| Chicken | Passive | 1 | Wanders 1-2 tiles. Flees 2 tiles when hit. |
| Horse | Passive | 2 | Wanders 1-2 tiles. Flees 2 tiles when hit. |
| Donkey | Passive | 1 | Wanders 1-2 tiles. Flees 2 tiles when hit. |
| Panda | Passive | 1 | Wanders 1-2 tiles. Flees 2 tiles when hit. |
| Parrot | Passive | 3 | Wanders 1-2 tiles. Flees 2 tiles when hit. |
| Rabbit | Skittish | 2 | Always flees if player within 2 tiles. Wanders otherwise. |
| Bat | Restless | 2 | Always wanders 1-2 tiles. Flees when hit. Never stands still. |
Aquatic Mobs
Water-dwelling creatures restricted to water tiles. Some hunt other aquatic mobs.
| Mob | AI | Speed | Behavior |
|---|---|---|---|
| Cod | Fish | 1 | Water-only. Wanders between water tiles. Flees on water when hit. |
| Salmon | Fish | 1 | Water-only. Wanders between water tiles. Flees on water when hit. |
| Axolotl | Aquatic Hunter | 2 | Stays on water tiles. Hunts hostile mobs also in water. Wanders on water when no targets. |
Territorial Mobs
Normally peaceful, but become aggressive under certain conditions.
| Mob | AI | Speed | Behavior |
|---|---|---|---|
| Llama | Territorial Spitter | 1 | Passive until hit. Permanently enraged when attacked. Spits at range 2 while maintaining distance. |
| Polar Bear | Territorial Charger | 2 | Becomes aggressive if player within 2 tiles or if hit. Charges melee with full speed. |
| Goat | Ram | 2 | Passive until hit. Counterattacks with +2 knockback. Becomes enraged and charges in straight lines. |
| Cat | Conditional | 2 | Flees unless player holds fish. Approaches if holding fish. Becomes enraged if hit. |
Predators
Hunt other mobs on the grid. Become hostile to the player if attacked.
| Mob | AI | Speed | Behavior |
|---|---|---|---|
| Wolf | Pack Hunter | 3 | Hunts sheep, chickens, and skeletons. Becomes permanently enraged if hit by player. |
| Fox | Opportunist | 2 | Hunts sheep and chickens. Becomes enraged if hit. Nearly identical to Wolf behavior. |
| Ocelot | Assassin | 4 | Lightning-fast. Charges, attacks, and flees if damaged. Low HP but extremely evasive. |
Swarm Mobs
Individual mobs that coordinate as a group when provoked.
| Mob | AI | Speed | Behavior |
|---|---|---|---|
| Bee | Swarm | 2 | Passive normally. If ANY bee is hit, ALL bees become permanently enraged. Applies poison on hit. |
Melee Hostiles
Aggressive mobs that close distance and attack in melee range.
| Mob | AI | Speed | Special |
|---|---|---|---|
| Zombie | Horde Fighter | 1 | Always moves + attacks in same turn. +1 ATK per adjacent undead ally (horde bonus). Never retreats. |
| Husk | Desert Zombie | 2 | Applies Weakness on hit. +1 hunger damage. Gets +1 Speed below 50% HP (desperation charge). |
| Drowned | Versatile | 2 | 50% spawn with tridents; throw diagonally at range ≤3. Non-trident variants are pure melee rushers (Husk-like). |
Ranged Hostiles
Keep distance and attack from afar. Kite backward if the player gets close.
| Mob | AI | Speed | Range | Special |
|---|---|---|---|---|
| Skeleton | Tactical Archer | 2 | 3 | Kites when player within 2 tiles. Maintains distance 3+ for safe shooting. Repositions for cardinal LOS. |
| Stray | Ice Archer | 2 | 3 | Applies Slowness on hit. More cautious than Skeleton. Prefers maximum distance. |
| Pillager | Crossbow Tactical | 2 | 4 | Range 4 any direction. Retreats if within 2 tiles. Maintains range 3-4. Never wastes a turn. |
| Witch | Potion Caster | 1 | 2-4 | Random potion effects (poison/slowness/weakness/harming). Kites backward. 25% self-heal below 40% HP. |
Rush Hostiles
Aggressive chargers that close distance fast and hit hard.
| Mob | AI | Speed | Size | Special |
|---|---|---|---|---|
| Vindicator | Axe Berserker | 3 | 1×1 | Permanently enraged when hit. +50% damage while enraged. Charges with full speed. |
| Spider | Pouncing Predator | 3 | 2×2 | Pounces up to 3 tiles to land adjacent. Applies Slowness. Aggressive flanker. |
| Creeper | Suicidal Bomber | 2 | 1×1 | Walks adjacent then primes fuse. Explodes next turn if still adjacent. Radius 2 AoE. |
Special Hostiles
Unique combat behaviors that don't fit standard categories.
| Mob | AI | Speed | Special |
|---|---|---|---|
| Enderman | Teleporter | 5 | Reactive blink when damaged (teleports away). Teleport-strikes behind player. Nearly impossible to corner. |
| Phantom | Dive Bomber | 4 | Swoops 4 tiles in straight line. Damages player if in path. Flies over obstacles. Repositions for next dive. |
| Mounted Camel | Lance Cavalry | 4 | +1 damage per tile moved (charge bonus). Dismounts at <50% HP (speed 4 → 2). Prefers straight-line charges. |
Nether Mobs
Dangerous creatures found in Nether biomes. Many share AI with Overworld counterparts but with higher stats.
| Mob | AI | Speed | Special |
|---|---|---|---|
| Zombified Piglin | Horde Fighter | 2 | Same as Zombie. Undead horde bonus. Relentless melee. |
| Magma Cube | Bouncing Pouncer | 3 | Pounces like Spider. 2×2 size. Aggressive charger. |
| Ghast | Artillery | 1 | Long-range fireball at range 5-6. Flees if player within 3 tiles. Applies burning. |
| Hoglin | Berserker | 3 | Rush melee charger. Same AI as Vindicator. Enrages when hit. |
| Piglin | Crossbow Tactical | 2 | Same AI as Pillager. Range 4 crossbow. Maintains distance. |
| Blaze | Fire Artillery | 1 | Range 4 any direction. Hovers backward if within 2 tiles. Applies burning. High defense. |
| Wither Skeleton | Wither Melee | 3 | Melee fighter. Applies Wither on hit (HP drain). Aggressive charger. |
End Mobs
Alien creatures of the End dimension.
| Mob | AI | Speed | Special |
|---|---|---|---|
| Shulker | Immobile Turret | 1 | Fires homing bullets at range 5 (any direction). Applies Slowness. Very high defense. Barely moves. |
| Endermite | Swarmer | 3 | Fast weak flanker. Approaches from the opposite side of other enemies. Swarm tactics. |
Trial Chamber Mobs
Encountered in Trial Chamber events between levels. Tougher variants with unique mechanics.
| Mob | AI | Speed | Special |
|---|---|---|---|
| Breeze | Wind Dasher | 3 | Range 3. Dashes away if adjacent then shoots. Never stays still. Constantly repositions. |
| Bogged | Poison Archer | 2 | Swamp skeleton variant. Applies poison. Less cautious than Stray. Holds ground at range 2. |
| Cave Spider | Venomous Striker | 3 | Pounces up to 2 tiles. Applies poison. Hit-and-run flanker. |
| Silverfish | Flanker | 3 | Tries to approach from opposite side of other enemies. Swarmer AI with flanking logic. |
| Slime | Bouncy Charger | 2 | Hops up to 3 tiles. Always charges. Simple but effective in groups. |
Overworld Bosses
Each Overworld biome's final level features a unique boss with custom abilities and a Phase 2 at ≤50% HP. See individual boss pages for full ability breakdowns.
| Boss | Biome | Entity | HP | ATK | Size | Signature |
|---|---|---|---|---|---|---|
| The Revenant | Plains | Zombie | 30 | 3 | 2×2 | Raise Dead (breakable heads), Death Charge, Gravefire Grid |
| The Hexweaver | Dark Forest | Evoker | 35 | 5 | 2×2 | Hex Snare, Runic Prison, Vex Swarm |
| Frostbound Huntsman | Snowy Tundra | Stray | 40 | 4 | 2×2 | Harpoon Pull, Whiteout Ring, Ice Wall |
| The Rockbreaker | Stony Peaks | Vindicator | 40 | 5 | 2×2 | Seismic Slam, Boulder Toss, Avalanche |
| The Tidecaller | River Delta | Drowned | 45 | 5 | 2×2 | Tidal Wave, Trident Storm, Riptide Charge |
| The Broodmother | Dense Jungle | Spider | 50 | 5 | 3×3 | Spawn Brood, Web Spray, Venomous Bite |
| Sandstorm Pharaoh | Scorching Desert | Husk | 45 | 6 | 2×2 | Plant Mine, Sand Burial, Sandstorm |
| The Hollow King | Underground Caverns | Zombie | 55 | 6 | 2×2 | Demolition Cache, Rubble Toss, Cave-In |
| The Warden | Deep Dark | Warden | 60 | 8 | 2×2 | Vibration Sense, Sculk Spread, Darkness Pulse |
Nether Bosses
| Boss | Biome | Entity | HP | ATK | Size | Signature |
|---|---|---|---|---|---|---|
| The Molten King | Nether Wastes | Magma Cube | 55 | 6 | 2×2 | Magma Eruption, Lava Cage, Split, Lava Creep Rings |
| Wailing Revenant | Soul Sand Valley | Ghast | 60 | 8 | 2×2 | Wither Curse, Soul Chain, Soul Torrent |
| The Bastion Brute | Crimson Forest | Skeleton (Piglin wargear) | 45 | 8 | 1×1 | Gore Charge, Fungal Growth, Rampage |
| The Void Walker | Warped Forest | Enderman | 65 | 9 | 2×2 | Void Spike, Blink Away, Rift |
| The Wither | Basalt Deltas | Wither | 75 | 8 | 2×2 | Skull Barrage, Decay Aura, Summon Wither Skeletons, Charge. Phase 2: Ranged immune, expanded aura, decay trail. |
End Bosses
| Boss | Biome | Entity | HP | ATK | Size | Signature |
|---|---|---|---|---|---|---|
| The Void Herald | Outer End Islands | Enderman | 70 | 10 | 2×2 | Storm Abilities |
| Shulker Architect | End City | Shulker | 75 | 9 | 2×2 | Bullet Barrage, Summon Shulkerlings, Shell Defense |
| The Chorus Mind | Chorus Grove | Evoker | 80 | 12 | 2×2 | Chorus Teleport, Vex Legion, Harmonic Resonance |
| Ender Dragon | Dragon's Nest | Ender Dragon | 100 | 15 | 3×3 | End Crystal Shield, Dragon Breath, Wing Gust, Swoop, Fury Charge |