Custom Creatures
Compatibility
Tested on Spigot-1.21.3, 1.21.5, 1.21.6, 1.21.9.
Introduction
Fully customize cloths and tools, enhancements and effects, drop and attributes at entity spawn.
Features
- Synergies perfectly with TakeAim and MasochisticSurvival plugins
- 5% of animals naturally spawn with up to 400% health increase.
- 5% of hostile monsters spawn with an increased movement speed up to 100%.
- Once killed, a player respawns with an apple in hand and a small jump and movement bonus for a minute.
- 4% (*4) of zombie-like mobs spawn with a tiny jump and movement bonus, fire resistance, in GOLDEN equipment(*1) with random protection and random thorns, a slightly-enchanted golden axe (*1). Drops a gold ignot. (*3)
- 2% (*4) of zombie-like mobs spawn with a tiny jump and movement bonus, fire resistance, in IRON equipment(*1) with random protection and random durability, a well-enchanted sword (*1). Drops an iron block. (*3)
- 1% (*4) of skeleton-like mobs spawn with 5 minutes glowing aura, a medium jump and movement bonus, fire resistance, in DIAMOND equipment(*1) with maybe top protection and thorns, random durability and random support enhancements, a maybe top-enchanted bow (*2). Drops a diamond. (*3)
- 0.5% (*4) of zombie-like mobs spawn with 5 minutes glowing aura, a medium jump and movement bonus, fire resistance, in CHAINMAIL equipment(*1) with maybe top protection and thorns, random durability and random support enhancements, a maybe top-enchanted sword (*2). Drops lapiz lazuli and redstone. (*3)
- 5% of Pillagers and Piglings have crossbows (*2) with maybe top piercing, random durability, random quick charge, multishot.
- 5% of Drowned have tridents (*2) with maybe top impaling, random durability, channeling.
- 5% of Horses have a tamed zombie friend with improved knockback resistance, maximum health, movement speed, jump strength, and saddle.
- 5% of Rabbits are the killer bunnies scaled visually with a large health and movement bonus.
- 100% of Withers have thorns.
- 5% of creepers are babies: smaller, much faster, more explosive.
- 0.33% (*4) of Vexes are spawned together with illusioners, 10% have a diamond maybe top-enchanted sword (*2)
- 100% of Evokers, Illusioners and Ravagers have a large jump and movement bonus, in NETHERITE equipment(*1) with maybe top protection and thorns, random support enhancements, specifically Illusioners with a maybe top-enchanted bow (*2). May drop an enchanted golden apple, a netherite scrap, a book of mending, a totem of undying, and specifically Illusioners - a diamond pickaxe. (*3)
- 25% of Vindicators spawn with a medium jump and movement bonus, a slightly-enchanted diamond axe (*1).
- 5% of Piglins spawn an angry Hoglin with increased movement speed and health.
- 5% of Wolves have increased knockback resistance, movement speed, base armor, model scale, chance of unbreaking-enchanted armor 1% - largely increased, 0.2% - insanely
(*1) The default drop chance is 8.5%, and each level of looting adds 1% to the drop chance.
(*2) "Maybe top" items have twice less default drop chance (4.25%), looting still adds 1% to the drop chance. Enchantment limit of drops: clothes - Protection-9, Thorns-5, swords - Sharpness-7, bows - Power-7, leggings - Swift Sneak-5, helmets - Respiration-5, tridents - Loyalty-5, crossbows - Piercing-6, pickaxes - Efficiency-7.
(*3) Each level of looting adds 1 to the max possible drop amount.
(*4) Each 5,000 damage dealt by the closest player increases probability of hard monsters spawn to 100%.

You can configure:
- A filter of types, spawn reasons and probabilities
- Entities' max health, effects, and equipment
- Templates of effects and enchantments
- Random distributions for the majority of numeric values
- Entities' following range
- Schedule for enchantments and drops
You can solve the following problems:
- Increase the velocity of specific entities, thus make some enemies more dangerous naturally
- Equip entities to protect them from environmental influence
- Make items droppable to award a killer
- Make "Fridays with neither thorns nor good item drops"
Commands
customcreatures reload - reload config from disk
customcreatures apply <handler> - apply a handler to currently living entities
Permissions
Access to 'reload' command:
customcreatures.reload(default: op)Access to 'apply' command:
customcreatures.apply(default: op)
Configuration
I assume the typical server admin config lifecycle for this plugin involves having their own custom configuration, which you keep in a dedicated part of the config file and migrate from version to version.
The first section of 500 commented lines shows the config structure you can use for your handlers. Each potential handler config option is used in the real config below, so you may check it for examples.
For example, you see "jump-strength" in the structure, where its type and mechanics are described:
# jump-strength: float-value:0.0..2.0 ### https://minecraft.fandom.com/wiki/Horse#Jump_strength
# ### Horse's jump strength ranges from 0.4–1.0, with an average of 0.7.
(...)
Then you search its real usage
cool-horse:
(...)
entity-specific-attributes:
(...)
jump-strength: 2.0
Author
I will be happy to add some features or fix bugs. My mail: uprial@gmail.com.
Useful links
Related projects
- AutoMinecart: Bukkit Dev GitHub, Spigot
- CustomBazookas: Bukkit Dev GitHub, Spigot
- CustomNukes: Bukkit Dev, GitHub, Spigot
- CustomRecipes: Bukkit Dev, GitHub, Spigot
- CustomVillage: Bukkit Dev, GitHub, Spigot
- MasochisticSurvival: Bukkit Dev, GitHub, Spigot
- TakeAim: Bukkit Dev, GitHub, Spigot
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Posted Jul 30, 2024Hello do you have wiki for commands? I really like this plugin , I hope there's a command for radius random spawn for mobs where xyz dimension can be range. Its useful if you add that command
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Posted Aug 27, 2025In reply to condescending_snyder494635: all the commands are described in the description. If you need to spawn a specific mob, you may configure the handler for 100% probability and then use regular Minecraft commands: https://minecraft.wiki/w/Commands
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Posted May 6, 2021this is cool but i cant set the entity spawn limit like what entity can only spawn and which cant
its really bugging me and i cant get it to work like i want
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Posted Aug 27, 2025In reply to 07ruben07: you can disable separate handles in the config.yaml - and the corresponding mob modifications won't happen
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Posted Oct 7, 2017Good plugin! Can I spawn mobs riding horses also?
Also, how do the distribution works? Can you spawn the mobs in a preconfigured distance range from the players? In example, in a radius from 5 to 20 blocks from earch online player?
Thanks!
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Posted May 18, 2019In reply to _ForgeUser12192054:
Hi.
The plugin modifies mobs which are to spawn according to some condition, e.g. natural or due to actions of other plugins. But it doesn't create new mobs and doesn't move the existing mobs, because it would make too many conflicts with the default behavior and other plugins.
So, this plugin doesn't intend to override a mob type and its coordinates, sorry.
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Posted Oct 24, 2016Is this compatible with modpack mobs?
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Posted Jul 21, 2019In reply to _ForgeUser28013090:
Hi,
A brief answer would be "no" because I've never heard about the plugin you mentioned. Could you please describe, what od you mean by "compatible" - do you have any specific expectations additionally to "doesn't throw exceptions"? :)