Unholy Mobs

Quick rating

Community listing page, reviews here may not be monitored by the author.

Unholy Mobs

By AvrukeyOwner

No reviews yet

Randomly empowers hostile mobs with powerful variant types when they spawn, making them significantly tougher.

Magic
Mod Loaders
Forge
NeoForge
Minecraft

Community voices

Reviews

List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Show per page
10
25
50
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
MIT License
Latest Version
Unholy Mobs v1.2.1 - NeoForge 1.21.1

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

Unholy Mobs can randomly empower some spawning hostile mobs with powerful variant types, making them significantly tougher.

Latest mod version: 1.2.1.

Currently Supported versions:

  • Minecraft 1.19.2 — Forge
  • Minecraft 1.20.1 — Forge
  • Minecraft 1.21.1 — NeoForge

The mod must be installed on both client and serwer


The mod currently introduces four variants of special mobs:

Variant Default spawn chance
Insane ~1%
Extreme ~0.2%
Grandpa ~0.04%
Silent ~0.008%
  1. Each higher tier includes all strengths of the previous ones and adds more on top. Power grows roughly exponentially between tiers.
  2. Empowered mobs gain a particle aura and a prefix in their name, making them distinguishable from normal mobs.

Enhanced mobs receive:

  • Increased health, damage, attack speed and movement speed
  • Regeneration, resistance and knockback resistance
  • On-hit debuffs applied to the player, such as Slowness, Weakness, Poison or Nausea
  • Special behaviour for the strongest variants, like teleportation, periods of invisibility or sound reduction
  • Increased damage for melee and projectile attacks
  • Protection from damage caused by their own projectiles, potions and special explosions

Only Silent mobs can teleport, with a configurable cooldown and range. Invisibility and sound suppression are also exclusive to the Silent variant.


Improved loot for defeating Unholy mobs:

  • Significantly more experience
  • Extra items (ores, resources, rare materials)
  • Enchanted books with low to high-level enchantments
  • Special Variant Cores

Advancements & Kill Tracking:

  • First-kill advancements available for all variants.
  • Additional advancements track total Unholy mobs defeated at 10, 100, 2,500 and 10,000 kills.

Target Health Bar:

When the player aims at a Unholy mob, a target health bar appears at the top of the screen. It displays the mob's variant name and its current and maximum health.

The client configuration can disable the health bar, hide the variant name or display health as a percentage.


Unholy Mob Variants Modifiers:

Attributes:

Variant Health Damage Speed Knockback Resistance Armor and Armor Toughness Attack Speed
Insane 2x 2x 1.3x +0.25 +4 1.5x
Extreme 4x 3x 1.6x +0.5 +8 2x
Grandpa 8x 4x 2x +0.75 +12 4x
Silent 16x 6x 2.5x +1 +16 6x

Levels of Permanent Effects:

Variant Resistance Regeneration Fire Resistance Water Breathing Dolphins Grace
Insane 1 1 1 1 2
Extreme 2 1 1 1 2
Grandpa 3 1 1 1 2
Silent 4 2 1 1 2

Unholy Creepers become powered and use variant-specific explosion radii: 4 for Insane, 7 for Extreme, 10 for Grandpa and 13 for Silent.

Explosions triggered by Unholy attack can damage but do not destroy terrain.


Random events:

Silent Night:

At the beginning of night when the moon rises, there is a chance (~0.1% default) for the night to be "Silent" - if this happens, spawn rates of the silent mob variant are increased 400x, event ends with the sunrise.


Unholy Night:

At the beginning of night when the moon rises, there is a chance (~1% default) for the night to be "Unholy" - if this happens, spawn rates for unholy mobs are increased 10x for each variant, event ends with the sunrise.


Silent Night takes priority over Unholy if both events occur at the same time

Active events end at daybreak and cannot be skipped by sleeping.


Configuration & Commands:

Unholy Mobs provides an extensive configuration system.

Gameplay and server settings are stored in:

config/unholy_mobs-common.toml

The gameplay configuration allows server owners to customize:

  • Natural spawn chances for every Unholy variant
  • Health, melee damage, projectile damage, movement speed and attack-speed multipliers
  • Armor, armor toughness, knockback resistance and additional damage
  • Passive and on-hit effect levels, durations and probabilities
  • Silent teleportation, invisibility and sound suppression
  • Core conversion rules and eligible creatures
  • Entity and dimension whitelists or blacklists
  • Unholy Creeper properties
  • Unholy Night and Silent Night chances, multipliers and behaviour
  • Unholy Blade damage bonuses and held effects
  • Loot availability, drop chances and quantity multipliers for every variant
  • Additional experience and Variant Core drops
  • Particle amounts, frequency and render distance

Client-side interface settings are stored in:

config/unholy_mobs-client.toml

They can also be changed directly through:

Mods → Unholy Mobs → Config

The in-game client configuration controls the target health bar, variant name visibility and whether health is displayed as exact values or as a percentage.

Gameplay settings are controlled by the server. When playing multiplayer, Unholy Blade tooltips automatically display the server's configured damage bonuses and effect levels.

Unholy Mobs allows you to adjust (besides config) Unholy Mobs spawn rates and chances for random events:

Using "/unholy_spawn_chance" command you can set/get/multiply the spawn chances of each variant:

  • /unholy_spawn_chance <variant> set <percent> percent - sets the spawn chance to provided percentage.
  • /unholy_spawn_chance <variant> multiply_times <multiplier> - multiplies current spawn chance for variant.
  • /unholy_spawn_chance <variant> get - shows you current spawn chance of variant.
  • /unholy_spawn_chance <variant> reset - restores the current configured default spawn chance.

Spawn command examples:

  • /unholy_spawn_chance Insane set 4 percent
  • /unholy_spawn_chance Extreme multiply_times 6
  • /unholy_spawn_chance Silent get
  • /unholy_spawn_chance Insane reset

Similarly using "/unholy_event_chance" command you can set/get/multiply the chance for specific event:

  • /unholy_event_chance <Unholy_night|Silent_night> set <percent> percent - sets the event chance to the provided percentage.
  • /unholy_event_chance <Unholy_night|Silent_night> multiply_times <multiplier> - multiplies the current event chance.
  • /unholy_event_chance <Unholy_night|Silent_night> get - shows the current event chance.
  • /unholy_event_chance <Unholy_night|Silent_night> reset - restores the current configured default event chance.

Event command examples:

  • /unholy_event_chance Unholy_night set 5 percent
  • /unholy_event_chance Silent_night multiply_times 2
  • /unholy_event_chance Silent_night get
  • /unholy_event_chance Silent_night reset

Note that lower variants take priority when spawning. This means that if the chances are set to 100% for both Insane and Extreme, the mob will attempt to become Insane first, in this case causing its variant to always be set to Insane.


Items & Recipes:

Variant Cores and Swords:

description_812aa1a3-218d-449d-80ba-433b44630e81.png

  • - Insane Core, Netherite Insanity Breaker
  • - Extreme Core, Netherite Extremeness Blade
  • - Grandpa Core, Netherite Elder Madness
  • - Silent Core, Netherite Hushed Blade

Right-click a creature with a Variant Core to apply the matching Unholy variant. A Core cannot replace an existing UnholyType and is consumed after a successful conversion, unless the player is in Creative mode of course.

Unholy Blades deal special bonus damage to valid Unholy mobs:

  • Netherite Insanity Breaker: +50% damage against Unholy mobs; grants Strength I while held.
  • Netherite Extremeness Blade: +100% damage against Unholy mobs; grants Strength I while held.
  • Netherite Elder Madness: +200% damage against Unholy mobs; grants Strength I while held.
  • Netherite Hushed Blade: +400% damage against Unholy mobs; grants Strength I, Haste I while held.

Sword and Core Recipes:

description_88581b74-4a70-4330-ac0e-f30439117148.pngdescription_826aad95-3cdb-4400-a17a-de278b031806.pngdescription_47c23917-fafa-4dd0-9e61-ac2e1f17f0f9.pngdescription_f7446f94-d3a6-428d-8679-8c185f349259.pngdescription_2bc851ec-cf42-4217-9137-55cdf7d05747.pngdescription_e9f0ba4b-f74a-4109-b871-decb7b124d40.pngdescription_075d28e0-f92f-4c10-89ac-c28390539e39.png


"Unholy Mobs" is intended for players who want standard Minecraft to be more challenging and less predictable, especially in hardcore or harder difficulty settings.

Issues

If you have any suggestions or encounter any issues, report it here GitHub or here Discord.

Unholy Mobs can randomly empower some spawning hostile mobs with powerful variant types, making them significantly tougher.

Latest mod version: 1.2.1.

Currently Supported versions:

  • Minecraft 1.19.2 — Forge
  • Minecraft 1.20.1 — Forge
  • Minecraft 1.21.1 — NeoForge

The mod must be installed on both client and serwer


The mod currently introduces four variants of special mobs:

Variant Default spawn chance
Insane ~1%
Extreme ~0.2%
Grandpa ~0.04%
Silent ~0.008%
  1. Each higher tier includes all strengths of the previous ones and adds more on top. Power grows roughly exponentially between tiers.
  2. Empowered mobs gain a particle aura and a prefix in their name, making them distinguishable from normal mobs.

Enhanced mobs receive:

  • Increased health, damage, attack speed and movement speed
  • Regeneration, resistance and knockback resistance
  • On-hit debuffs applied to the player, such as Slowness, Weakness, Poison or Nausea
  • Special behaviour for the strongest variants, like teleportation, periods of invisibility or sound reduction
  • Increased damage for melee and projectile attacks
  • Protection from damage caused by their own projectiles, potions and special explosions

Only Silent mobs can teleport, with a configurable cooldown and range. Invisibility and sound suppression are also exclusive to the Silent variant.


Improved loot for defeating Unholy mobs:

  • Significantly more experience
  • Extra items (ores, resources, rare materials)
  • Enchanted books with low to high-level enchantments
  • Special Variant Cores

Advancements & Kill Tracking:

  • First-kill advancements available for all variants.
  • Additional advancements track total Unholy mobs defeated at 10, 100, 2,500 and 10,000 kills.

Target Health Bar:

When the player aims at a Unholy mob, a target health bar appears at the top of the screen. It displays the mob's variant name and its current and maximum health.

The client configuration can disable the health bar, hide the variant name or display health as a percentage.


Unholy Mob Variants Modifiers:

Attributes:

Variant Health Damage Speed Knockback Resistance Armor and Armor Toughness Attack Speed
Insane 2x 2x 1.3x +0.25 +4 1.5x
Extreme 4x 3x 1.6x +0.5 +8 2x
Grandpa 8x 4x 2x +0.75 +12 4x
Silent 16x 6x 2.5x +1 +16 6x

Levels of Permanent Effects:

Variant Resistance Regeneration Fire Resistance Water Breathing Dolphins Grace
Insane 1 1 1 1 2
Extreme 2 1 1 1 2
Grandpa 3 1 1 1 2
Silent 4 2 1 1 2

Unholy Creepers become powered and use variant-specific explosion radii: 4 for Insane, 7 for Extreme, 10 for Grandpa and 13 for Silent.

Explosions triggered by Unholy attack can damage but do not destroy terrain.


Random events:

Silent Night:

At the beginning of night when the moon rises, there is a chance (~0.1% default) for the night to be "Silent" - if this happens, spawn rates of the silent mob variant are increased 400x, event ends with the sunrise.


Unholy Night:

At the beginning of night when the moon rises, there is a chance (~1% default) for the night to be "Unholy" - if this happens, spawn rates for unholy mobs are increased 10x for each variant, event ends with the sunrise.


Silent Night takes priority over Unholy if both events occur at the same time

Active events end at daybreak and cannot be skipped by sleeping.


Configuration & Commands:

Unholy Mobs provides an extensive configuration system.

Gameplay and server settings are stored in:

config/unholy_mobs-common.toml

The gameplay configuration allows server owners to customize:

  • Natural spawn chances for every Unholy variant
  • Health, melee damage, projectile damage, movement speed and attack-speed multipliers
  • Armor, armor toughness, knockback resistance and additional damage
  • Passive and on-hit effect levels, durations and probabilities
  • Silent teleportation, invisibility and sound suppression
  • Core conversion rules and eligible creatures
  • Entity and dimension whitelists or blacklists
  • Unholy Creeper properties
  • Unholy Night and Silent Night chances, multipliers and behaviour
  • Unholy Blade damage bonuses and held effects
  • Loot availability, drop chances and quantity multipliers for every variant
  • Additional experience and Variant Core drops
  • Particle amounts, frequency and render distance

Client-side interface settings are stored in:

config/unholy_mobs-client.toml

They can also be changed directly through:

Mods → Unholy Mobs → Config

The in-game client configuration controls the target health bar, variant name visibility and whether health is displayed as exact values or as a percentage.

Gameplay settings are controlled by the server. When playing multiplayer, Unholy Blade tooltips automatically display the server's configured damage bonuses and effect levels.

Unholy Mobs allows you to adjust (besides config) Unholy Mobs spawn rates and chances for random events:

Using "/unholy_spawn_chance" command you can set/get/multiply the spawn chances of each variant:

  • /unholy_spawn_chance <variant> set <percent> percent - sets the spawn chance to provided percentage.
  • /unholy_spawn_chance <variant> multiply_times <multiplier> - multiplies current spawn chance for variant.
  • /unholy_spawn_chance <variant> get - shows you current spawn chance of variant.
  • /unholy_spawn_chance <variant> reset - restores the current configured default spawn chance.

Spawn command examples:

  • /unholy_spawn_chance Insane set 4 percent
  • /unholy_spawn_chance Extreme multiply_times 6
  • /unholy_spawn_chance Silent get
  • /unholy_spawn_chance Insane reset

Similarly using "/unholy_event_chance" command you can set/get/multiply the chance for specific event:

  • /unholy_event_chance <Unholy_night|Silent_night> set <percent> percent - sets the event chance to the provided percentage.
  • /unholy_event_chance <Unholy_night|Silent_night> multiply_times <multiplier> - multiplies the current event chance.
  • /unholy_event_chance <Unholy_night|Silent_night> get - shows the current event chance.
  • /unholy_event_chance <Unholy_night|Silent_night> reset - restores the current configured default event chance.

Event command examples:

  • /unholy_event_chance Unholy_night set 5 percent
  • /unholy_event_chance Silent_night multiply_times 2
  • /unholy_event_chance Silent_night get
  • /unholy_event_chance Silent_night reset

Note that lower variants take priority when spawning. This means that if the chances are set to 100% for both Insane and Extreme, the mob will attempt to become Insane first, in this case causing its variant to always be set to Insane.


Items & Recipes:

Variant Cores and Swords:

description_812aa1a3-218d-449d-80ba-433b44630e81.png

  • - Insane Core, Netherite Insanity Breaker
  • - Extreme Core, Netherite Extremeness Blade
  • - Grandpa Core, Netherite Elder Madness
  • - Silent Core, Netherite Hushed Blade

Right-click a creature with a Variant Core to apply the matching Unholy variant. A Core cannot replace an existing UnholyType and is consumed after a successful conversion, unless the player is in Creative mode of course.

Unholy Blades deal special bonus damage to valid Unholy mobs:

  • Netherite Insanity Breaker: +50% damage against Unholy mobs; grants Strength I while held.
  • Netherite Extremeness Blade: +100% damage against Unholy mobs; grants Strength I while held.
  • Netherite Elder Madness: +200% damage against Unholy mobs; grants Strength I while held.
  • Netherite Hushed Blade: +400% damage against Unholy mobs; grants Strength I, Haste I while held.

Sword and Core Recipes:

description_88581b74-4a70-4330-ac0e-f30439117148.pngdescription_826aad95-3cdb-4400-a17a-de278b031806.pngdescription_47c23917-fafa-4dd0-9e61-ac2e1f17f0f9.pngdescription_f7446f94-d3a6-428d-8679-8c185f349259.pngdescription_2bc851ec-cf42-4217-9137-55cdf7d05747.pngdescription_e9f0ba4b-f74a-4109-b871-decb7b124d40.pngdescription_075d28e0-f92f-4c10-89ac-c28390539e39.png


"Unholy Mobs" is intended for players who want standard Minecraft to be more challenging and less predictable, especially in hardcore or harder difficulty settings.

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

~1,000
Total Downloads
CurseForge
~1,000
Modrinth
<1,000
Last Updated
CurseForge
Modrinth
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works