Night & Combat
Monsters come at night, raiders come every few nights, and your villagers have to deal with both.
Night
The table follows the world's day and night. At night monsters creep onto your table:
Zombies,
Skeletons,
Spiders, and
Creepers. Zombies and Skeletons burn away at dawn.
A
Torch keeps monsters from spawning within 4 blocks of it, and a
Copper Bulb within 8.
Creepers and TNT
Creepers walk up to your villagers and light their fuse. Drop any villager or fighter on a Creeper to finish it off before it blows, and it leaves
Gunpowder behind. Two Gunpowder and two
Sand make
TNT. Drag TNT onto a fight or a monster to deal 5 damage to every enemy close by.
Raids
Raiders come on your table's second night, then every third night after that, and each raid is a little tougher than the last. Patrols can turn up during the day too.
From raid 5 an
Evoker joins in. It hangs back casting fangs and calls
Vexes when it's hurt. Raid 10 brings the
Illusioner, and the raids keep coming after that.
Ravagers show up in the big ones.
Fights
Fights happen in a fight box. Drop a fighter on an enemy to start one, then drop more fighters into the box to join. Enemies that wander close join too, and the box grows to fit everyone.
Fighters take turns. Melee fighters lunge at their target, and archers shoot from the back row. Drag a fighter out to pull them from the fight, or drop food on them to heal them. While you're away from your table, fights and raiders move five times slower.
Status Effects
Some enemies leave status effects, shown as an icon on the card and in its tooltip. They wear off after a few seconds. A fighter carrying a
Pumpkin can't be blinded.
| Effect | From | What it does |
|---|---|---|
Poison | Bogged | Hurts over time, but can't kill. |
Slowness | Stray | Slows attacks. |
Fatigue | Guardian and Elder Guardian | Slows work and attacks. |
Weakness | Vex | Weakens hits. |
Blindness | Warden and Illusioner | Fighters miss half their attacks. |
Enemies
| Enemy | Health | Attack | Traits | Drops | Where |
|---|---|---|---|---|---|
Pillager | 4 | 1 | Ranged | Emerald | Raids and Waves in the Woodland Mansion |
Vindicator | 7 | 3 | – | Emerald | Raids and Waves in the Woodland Mansion |
Zombie | 6 | 1 | Undead (burns at dawn) | – | Night, Cave trips, Waves in the Trial Chambers, and Waves in the Deep Dark |
Redstone Cube | 6 | 2 | Fast | – | The Redstone Caves and The Monstrosity fight |
Skeleton | 4 | 1 | Ranged and Undead (burns at dawn) | Bone | Night, Cave trips, Waves in the Trial Chambers, and Waves in the Deep Dark |
Ravager | 20 | 5 | Knockback | Emerald | Big raids |
Evoker | 45 | 3 | Ranged | Totem of Undying and Emerald | Raids from raid 5 and Waves in the Woodland Mansion |
Vex | 3 | 2 | – | – | Called by Evokers |
Creeper | 4 | 0 | – | Gunpowder | Night and Waves in the Deep Dark |
Spider | 4 | 1 | Fast | Wool | Night, Waves in the Trial Chambers, and Waves in the Deep Dark |
Bogged | 4 | 1 | Ranged and Undead (burns at dawn) | Bone | Waves in the Trial Chambers |
Stray | 5 | 1 | Ranged and Undead (burns at dawn) | Bone | Waves in the Trial Chambers |
Guardian | 6 | 1 | Ranged and Beam attack | Cod | Waves in the Ocean Monument |
Breeze | 40 | 4 | Ranged, Knockback, and Boss | – | Boss of the Trial Chambers |
Warden | 70 | 7 | Boss | – | Boss of the Deep Dark |
Redstone Golem | 30 | 4 | Boss and Knockback | – | The Redstone Caves |
Redstone Monstrosity | 150 | 5 | Boss | – | Summoned at the end of Chapter 1 and Waves in Monstrosity |
Elder Guardian | 24 | 4 | Ranged, Beam attack, and Boss | – | Boss of the Ocean Monument |
Illusioner | 45 | 4 | Ranged and Boss | – | Raid 10 and Boss of the Woodland Mansion |
Invader | 6 | 1 | – | – | PvP |
Invading Golem | 6 | 1 | – | – | PvP |
Invading Wolf | 6 | 1 | – | – | PvP |


Poison
Bogged
Slowness
Stray
Fatigue
Guardian
Elder Guardian
Weakness
Blindness
Warden
Pillager
Emerald
Vindicator
Redstone Cube
Bone
Totem of Undying
Wool
Cod
Breeze
Redstone Golem
Redstone Monstrosity
Invading Golem
Invading Wolf