Pillager
A crossbow raider guarding the camp past a village road’s end at any hour. It keeps a bolt loaded and fires once it faces you in clear view.

- Base health
- 16 (8 hearts)
- Base melee damage
- 3
- Base movement
- 2.5 blocks/s
- Melee reach
- 1.6 blocks
- Attack interval
- 1 s
- Melee wind-up
- 0.25 s
- XP coefficient
- 6
- Body (W × H)
- 0.6 × 1.95 blocks
- ID
pillager
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 | 16 | 3 | 4 | 40 | 3.9 | 14.4 |
| 10 | 28.2 | 4.7 | 6.2 | 70.5 | 6.1 | 36 |
| 20 | 52.9 | 7.6 | 10.1 | 132.3 | 9.9 | 60 |
| 30 | 99.4 | 12.3 | 16.5 | 248.4 | 16.1 | 84 |
| 40 | 186.5 | 20.1 | 26.8 | 466.3 | 26.1 | 108 |
| 50 | 350.1 | 32.8 | 43.7 | 875.4 | 42.6 | 132 |
| 60 | 657.3 | 53.4 | 71.2 | 1643.2 | 69.4 | 156 |
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: Village
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 16 blocks, 4 base damage, interval 2.5 s, projectile speed 32 blocks/s; keeps roughly 6–12 blocks away.
- Keeps its crossbow loaded and fires as soon as it faces you with a clear line; a hit interrupts its loading.
Drops#
| Item | Quantity | Entry roll | At least 1 |
|---|---|---|---|
| Arrow | 1–3 | 100% | 100% |
| String | 0–1 | 100% | 50% |
| Iron Ingot | 1–1 | 15% | 15% |
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#
Close in from cover: up close it backs away without shooting and fights only when cornered. Hitting it while it reloads spoils the reload.
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