commands/MobSpawn

Basic Command

/mobspawn <type>[:tag] <amount> [flags...]

type
the type of mob to spawn
tag
used to add additional info the the monster, for things like spawning charged creepers or baby animals
amount
obviously the amount of mobs you want to spawn
flags
all the other bits of configurability, which we'll discuss later

As you can see, this command can be as simple as /mobspawn pig, which will spawn a single pig on your cursor.

However, it can also become as complicated as /mobspawn zombie:babyvill 10 t:532,56,21 n:rand e:5f m:bomb h:10 d:10 speed:2, which will spawn ten baby villager zombies with random custom names, 10x health, 10x damage output, and Swiftness III at the location (532, 56, 21), and will make them jump out instead of just spawning standing still. Oh, and when they die they'll explode with an incendiary blast a bit more powerful than a block of TNT.

What was all that gibberish on the end there? Those were the flags. Flags are the little extra bits of data that get tacked to your mobs when they spawn. They're formatted as <flag>:<value>, and they don't have to be in any particular order. That mega command up there would work exactly the same if we were to swap the n:rand flag's position with the speed:2 flag, and if we were to remove it altogether the only thing it would do is remove the random custom name.

Mob Flags

Now then, here's a list of all the flags you can use for mob spawning:

<potion effect>
This will tag the spawned mobs with the designated potion effect, with the level equal to the value of the flag. Keep in mind that levels start at zero. For example, speed:2 will grant the mobs spawned Swiftness III.
mode (or m)
This defines the spawn mode for the mobs, and can be either static, bomb, fountain, or chain. Static is the default spawn mode, and just drops mobs in place. Bomb will cause the mobs to "explode" outwards from the spawn point. Fountain will cause the mobs to explode out over time from the spawn point. Chain will cause the mobs to be dropped at the spawn point over time, and the spawn point will continually update to your cursor's position.
target (or t)
This defines the spawn point for the mobs. It can either be the name of a player to spawn the mobs on, or a coordinate location of the form <x>,<y>,<z>, or <world>,<x>,<y>,<z> if you're sending from the console. If not present, the mobs will be spawned at your cursor's location.
health (or h)
This defines a multiplier for the mob's base health value, as a decimal percent. For example, health:10 will spawn a mob with ten times the normal amount of health!
damage (or d)
This defines a multiplier for the mob's damage output, as a decimal percent. For example, damage:10 will spawn a monster that deals ten times their normal amount of damage!
explode (or e)
This defines the mob's death blast size, in Minecraft's base units. For your reference, the explosive value of TNT is 4, while Creepers are a 3. You can also add the letter 'f' to the end of the number to make the explosion incendiary. When the mob dies, they'll explode with this force. For example, you could use explode:3f to make Creepers that just explode anyways when you kill them!
name (or n)
This defines the name (or a set of potential names) for the spawned mobs. You can enter one name, or multiple names separated by commas. If you use multiple names, every mob spawned in the set will choose a name at random from the list you've defined. For example, you can use name:Bob,Jerry,Dave to spawn a mob that could either be named "Bob", "Jerry", or "Dave".

For extra fun, MobMaster comes pre-packaged with a text files containing the top 1000 most common names for every year between 1980 and 2009, supplied by the US Social Security Administration. This amounts to just under 7,500 names. You can access this entire list by using name:random or n:rand, and select only boys' or girls' names by adding a "b" or "g" to the flag.
armor (or a)
This allows you to equip the mobs with a uniform set of armor. Choose from either leather, gold, chainmail, iron, or diamond.
shooter (or s)
This allows you to specify a projectile type and speed for the mobs to automatically shoot projectiles. Format the value as entity,interval. Intervals must be integers between 1 and 50, inclusive. An interval of 1 corresponds to a frequency of 5 per second, and an interval of of 50 corresponds to a frequency of one per 10 seconds. Mobs spawned will passively launch the specified projectile at the specified rate until they die or the plugin is reloaded.
counter (or c)
This allows you to specify a decimal percentage of all damage taken to be reflected back to the damager. For example, zombies spawned with the flag counter:0.5 will automatically reflect half of all the damage they take back to their damager, not counting damage they do of their own accord. This can make for very dangerous and unfair mobs.
bind
Using this flag on will bind the command to your currently held item, allowing you to re-execute it at any time by right-clicking with the held item. Item binds are amount-inclusive - you can bind a separate command to a stack of one blaze rod, and a stack of two, and so on.

Mob Tags

Did you think we'd forgotten that little bit after the mob type separated by the colon? Nope, that's the mob tag. It's used to select certain sub-types of monsters. Here's a list of valid strings that can be contained within the tag to produce different mobs.

animals
include "baby" to produce a baby animal
pig
include "saddle" to produce a pre-saddled pig
sheep
include "shear" to produce a naked sheep, and an enumerated dye color or "rand" to produce a colored sheep
zombie
include "villager" to produce a villager zombie, and "baby" to produce a baby zombie
creeper
include "charged" or "powered" to produce a lightning-struck super-creeper
pigzombie
include "angry" to produce an angry pigzombie, and "baby" to produce a baby pigzombie
skeleton
include "wither" to produce a wither skeleton
slime
include a number to produce slimes of a specific size (don't go too high...)
villager
include an enumerated profession or "rand" to produce specific kinds of villagers