Bone Necromancer
An elite skeleton caster guarding a dungeon’s lower chamber. A soul jar circles its head; its bolts slow you, and it raises Risen Skeletons.

- Base health
- 40 (20 hearts)
- Base melee damage
- 3
- Base movement
- 2 blocks/s
- Melee reach
- 1.6 blocks
- Attack interval
- 1.2 s
- Melee wind-up
- 0.25 s
- XP coefficient
- 25
- Body (W × H)
- 0.6 × 1.95 blocks
- ID
bone_necromancer
Season levels and rewards#
Health and all attack-damage values are species bases, not final damage. Health scales by 1.065^(level−1) and damage by 1.05^(level−1), also modified by server strength. Season elites multiply health by 2.5 and damage by 1.3 before additional elite abilities. Base kill XP is the coefficient × (2 + 0.4 × monster level), then modified by elites, server rates, damage contribution, level-gap reduction and weakness. Summoned helpers award no season XP.
| Level | Health | Melee damage | Ranged damage | Elite health | Elite melee | Kill XP |
|---|---|---|---|---|---|---|
| 1 | 40 | 3 | 3 | 100 | 3.9 | 60 |
| 10 | 70.5 | 4.7 | 4.7 | 176.3 | 6.1 | 150 |
| 20 | 132.3 | 7.6 | 7.6 | 330.9 | 9.9 | 250 |
| 30 | 248.4 | 12.3 | 12.3 | 621.1 | 16.1 | 350 |
| 40 | 466.3 | 20.1 | 20.1 | 1165.8 | 26.1 | 450 |
| 50 | 875.4 | 32.8 | 32.8 | 2188.4 | 42.6 | 550 |
| 60 | 1643.2 | 53.4 | 53.4 | 4108 | 69.4 | 650 |
Before server strength, area danger, armour and resistances; an elite’s extra abilities are on top.
Spawning & habitat#
Does not spawn naturally; stands guard at: Dungeon
Season structure guards are fixed encounters, not spawners: they come out once a player is within 72 blocks. The first one slain starts a clock: clear them all within 15 minutes or every one is back at full health; cleared, they stay down until midnight Beijing time and come back each day. Structure chests are not refilled during the season.
Behaviour & abilities#
- Ranged attack: range 12 blocks, 3 base damage, interval 3 s, projectile speed 16 blocks/s; keeps roughly 6–10 blocks away.
- Raises 2 Risen Skeleton every 20 s, with at most 4 up at once.
- Takes only 20% of the damage while its Soul Jar is intact.
- Applies slow for 2.5 s.
Drops#
| Item | Quantity | Entry roll | At least 1 |
|---|---|---|---|
| Bone | 2–4 | 100% | 100% |
| Glowstone Dust | 1–3 | 100% | 100% |
| Ender Pearl | 0–1 | 100% | 50% |
These are unscaled base rolls. A quantity of zero yields nothing. Elite/area modifiers, bag space and applicable material limits affect the result; a kill is not a guaranteed drop.
Eligible natural hostile kills also roll 3% for a seed, uniformly selected from ten types. Recipe rules: Cooking levels and costs
Strategy#
Break the soul jar first: while it is whole, the necromancer shrugs off most of each blow. Its raised skeletons give nothing, so focus the caster.
City siege vs wilderness#
Not in the current city siege spawn pool; this entry describes the preview wilderness rules.
Version & sources#
Based on the current season release 0.168.0-season.12.112 (rules fingerprint 205fd7909095). Images retain original render revision d7ffb19, not new screenshots. Server settings can change values.
Reference files: shared/mobs.js · server/wilds-mobs.js · server/wilds-play.js · shared/siege.js