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Bedrock · monster

Creeper

Creepers are a source of gunpowder and conditional music-disc drops. Keep room to retreat when one starts hissing; a nearby cat can deter its approach, but an active fuse needs immediate attention.

20 HP

Creeper model3D studio
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Handle a Creeper encounter

Make room to retreat

A Creeper starts its fuse inside 2.5 blocks with line of sight. It stops that normal trigger outside 6 blocks or when sight is lost. The fuse lasts 1.5 seconds, so move early.

Use cats as a deterrent

Cats and ocelots trigger avoidance within 6 blocks. Swelling has a higher behavior priority than avoidance, so a cat is no guarantee once a Creeper is close. Plan cat placement and check its limits.

Plan for special drops

Ordinary loot rolls can give 0–2 gunpowder before Looting. Music-disc pools require a qualifying killer, such as a skeleton. Let the qualifying mob land the final hit; inspect the drop conditions below.

A charged Creeper uses explosion power 6 instead of 3. Resulting damage depends on the encounter. Flint-and-steel ignition removes the normal distance and line-of-sight cancellation.

Get drops

13 distinct item outputs. Selection share is an entry’s weight within its pool, once its conditions pass. A selected entry can still give zero items; rolls, conditions and Looting affect the result.

No pool condition · 1 roll(s)
OutputSelection shareQuantityConditions / modifiers
Gunpowder1/10–2looting enchant 0–1
Condition 1: killed by entity (skeleton) · 1 roll(s)
Condition 2: killed by entity (stray) · 1 roll(s)
Condition 3: killed by entity (bogged) · 1 roll(s)
Condition 4: killed by entity (parched) · 1 roll(s)
OutputSelection shareQuantityConditions / modifiers
Record 131/121—
Record Cat1/121—
Record Blocks1/121—
Record Chirp1/121—
Record Far1/121—
Record Mall1/121—
Record Mellohi1/121—
Record Stal1/121—
Record Strad1/121—
Record Ward1/121—
Record 111/121—
Record Wait1/121—

Find Creeper

These biomes satisfy a complete biome filter. A spawn also needs the rule’s light, difficulty, surface, population and runtime conditions.

57 more biome matches

Spawn condition 1

Surface · Underground

Light: 0–7

Difficulty: easy–hard

Spawn condition 2

Surface · Underground

Light: 0–7

Difficulty: easy–hard

Other mobs and interactions

Behavior filters refer to these entity families. Range, visibility, state and competing behavior priorities can change when the interaction happens.

Avoids

Targets

Go a little deeper

Technical entity reference
ID
minecraft:creeper
Spawn egg enabled
Yes
Summonable
Yes
Attack component damage
3
Movement component
0.2
Collision box
0.6 × 1.8

The attack component contains 3 damage, while the chase goal sets melee reach to zero to prevent melee attacks. Creeper explosion settings are separate.

Behavior components

avoid mob type · float · hurt by target · look at player · melee attack · nearest attackable target · random look around · random stroll · swell