Tiered frontline invader

IM Zombie

The core melee invader, available in several tiers and flavours with different weapons, armor, speed and terrain abilities.

IM Zombie Spawn EggSpawn egg
invmod:zombie_spawn_egg
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Combat profile

For Minecraft 26.3 / NeoForge, wave base values and supported behavior can be changed per registry entry: see health, damage and base armor and mob abilities. Tier, size and wave scaling still apply.

Base health20 HP
Base attack4
Base speed0.19

Behavior

It targets players and Iron Golems, supports other invaders, paths to and attacks the Nexus, and can mine or build ramps when its variant permits. Babies move 50% faster. Higher tiers include armored, tar and brute variants. See the Tar Zombie guide for persistent burning, fire spread, water extinguishing and its own spawn egg.

Soul fire & water conversion

These conversions describe Invasion Mod 3.0.0 on Minecraft 26.3 / NeoForge. They are separate from active-Nexus replacement of vanilla mobs.

Soul fire → Speedy Zombie

Actual soul fire at the zombie’s feet triggers conversion.

A normal invmod:zombie standing with its block position inside minecraft:soul_fire becomes an IM Speedy Zombie immediately on the server tick. Ordinary fire, soul torches and soul campfires do not meet this condition. The automatic trigger checks the exact normal Zombie entity type; other registered zombie variants do not all transform on soul fire.

The new mob keeps its tier, flavour, baby state, equipment, name, target, Nexus link and wave mob-cap flag. It also keeps its health percentage, position and motion, and attempts to remain on its mount. Its movement and digging use the Speedy Zombie’s doubled multipliers. Soul fire is therefore a dangerous defensive barrier against ordinary IM Zombies.

Water → Drowned

About 30 seconds submerged, then a 15-second conversion countdown.

A living, AI-enabled normal Zombie or Speedy Zombie starts the conversion countdown after its eyes have stayed in water for 600 ticks (about 30 seconds). Surfacing before that threshold resets the exposure. Once the 300-tick countdown starts, leaving the water no longer cancels it: the mob becomes an IM Drowned after about 15 more seconds. Times assume 20 ticks per second; the timers are saved with the entity.

Conversion retains tier, flavour, baby state, equipment and its drop chances, name, target, Nexus link and wave mob-cap flag, position and motion; it also attempts to keep the mount. Unlike the soul-fire conversion, the Drowned starts at full maximum health. A compatible brute tier/flavour resolves to the Drowned Brute variant. The result uses Drowned movement, not Speedy Zombie’s movement multiplier.

The normal invmod:husk and invmod:drowned entries are excluded by the shared water-conversion check. Jumping Zombies explicitly disable conversion. Do not assume every registered zombie variant has the same conversion rules. Water can heal and change these attackers instead of killing them.

Drops

Uses the vanilla Zombie loot table. Equipment variants can additionally drop their wooden sword (20%), iron chestplate (25%) or iron sword (25%).

Vanilla replacement

While a Nexus is active, vanilla Zombies can become IM Zombies with 30% of their original maximum health.

Related variants: the Fat Zombie eats other IM mobs to grow stronger; the Jumping Zombie combines configurable high jumps with fast swimming and cannot convert to Drowned.

See wave weapons and repeated armor rolls, active shield defense and persistent harmful arrow effects for changes to newly spawned attackers.

The separately registered Ender Zombie adds block theft, a living Shulker helmet and damage-triggered teleportation.