Combat profile
Documented for Minecraft 26.3 / NeoForge. Values below are base attributes; entity configuration and wave scaling can change wave-spawned mobs.
Its base attack attribute is 2, but its normal routine prioritizes theft, delivery and reaching the Nexus instead of chasing defenders for melee combat. It uses fox sounds. Entity ID: invmod:shroom_bandit.
Finding and stealing supplies
The Gift Zombie is a different scavenger: it destroys collected items and grants random death rewards per ten individual items, rather than delivering supplies.
The bandit searches within 16 blocks in this order: loaded block containers and container entities, dropped items, then Survival or Adventure players. Chests, barrels, furnaces and chest minecarts can all supply it. Creative and Spectator inventories are excluded.
It takes weapons, tools, humanoid armor, shields or suitable full building blocks. It must get within 1.5 blocks with an unobstructed interaction; walls prevent theft through them. Locked containers and obstructed chests are skipped. A container search takes one second, with supported container-opening animation. Unreachable sources are temporarily ignored.
Equipping other enemies
It carries one equipment item and searches for a compatible hostile mob within 32 blocks. The recipient needs an empty compatible slot and must be able to accept the item. Existing equipment is never replaced; enchantments and other item data remain intact. Another bandit cannot be a recipient.
While looking for a recipient, a Nexus-bound bandit advances toward its Nexus; an unbound one wanders. Failed deliveries are retried, and equipment that cannot be delivered is eventually dropped rather than deleted. Without a usable supply source, it also advances on its assigned Nexus.
Building and griefing rules
The bandit stores up to 64 blocks in total, including mixed materials. At the end of an incomplete path it can bridge a gap or place a staircase of full blocks toward its destination. Each placement consumes one collected block. When supplies run low, it searches again while retaining any equipment delivery.
It does not mine through obstructions. Falling blocks, TNT, containers, blocks with block-entity data, unbreakable blocks and non-full blocks are unsuitable materials. Its dedicated inventory-based building is different from the Pigman Engineer and the shared bridging/stairing abilities.
Waves and spawn egg
With the built-in roster it can appear in SWARM, FAST, MIXED, RANDOM and RANDOMHELL phases. Its normal cost is 4 points; RANDOM and RANDOMHELL use their flat non-boss cost of 5. There is no separate late-wave unlock for the bandit. Configuration and custom themes can change its availability.
Use the registered invmod:shroom_bandit_spawn_egg or /summon invmod:shroom_bandit to spawn one directly. Its egg uses the vanilla Mooshroom egg image. No vanilla mob is automatically converted into a Shroom Bandit.
Drops and saved supplies
See IM display names. Use the registry IDs listed in the mob guides.
It drops one Red Mushroom, its remaining stored building blocks and the equipment it is still carrying (guaranteed for collected equipment). Shared IM living-mob logic adds a 25% Small Remnants chance. Cargo and block stock survive saving and loading; already placed blocks remain in the world, and delivered gear stays with its recipient.
Red Mushroom • 1
Small Remnants • 25%