Garry's Mod

Garry's Mod

[VJ] Minecraft Vanilla/Modded Mobs SNPCS
 This topic has been pinned, so it's probably important
Wiseguy  [developer] 15 Aug, 2020 @ 11:53am
Mob stats - continued
Since the description was getting too long, I'll be putting the brief mob descriptions here for now on.

--Creeper--

Health: 100
Fuse time: 3 seconds
Radius: 300

Will try to snuggle up to you before delivering a heavy punch to your health and surrounding area.

--Charged Creeper--
Health: 200
Fuse time: 3 seconds
Radius: 500

A tougher, stronger variant of your vanilla creeper.

--Festive Creeper--
Health: 100
Fuse time: N/A
Range: 500

An incredibly annoying creature, will chuck grenades at you and try to distance itself.
Don't get to close to it, as it can light you on fire.

--Rocket Creeper--
Health: 100
Fuse time: Impact/3 seconds
Radius: 300

This creeper will jump high into the air and will try to attack you like a missile, if it has no room to make the jump it'll act like a regular creeper albeit a bit faster.

--Upside down Creeper--
Health: 100
Fuse time: 1 second
Radius: 200

This creeper is somewhat harmless, it's explosions do not do damage. Don't let this fool you however as it has the powerful ability to reverse the gravity of whatever is caught in it's blast for 5 seconds. Get careless and you may be met with a fatal plummet to your untimely death.

--Cookie creeper--
Health: 100
Fuse time: 1 second
Radius: 300

This devilish creeper variant has evolved to kill it's victims long term through heavy sugar intake.

When it explodes it deals no damage to you and will spawn four cookies which can be consumed for a varying amount of health recovery, caps at 100.

--Illusion creeper--
Health: 100
Fuse time: 3 seconds
Radius: 300

This creeper has three imposter clones of itself following it around, only the real one bleeds and makes footsteps.

--Ghost creeper--
Health: 75
Fuse time: 3 seconds
Radius: 300

Weaker version of the standard creeper with the exception that it'll only damage what it is upset at and not the environment, when sv_ghostcreepers is enabled it has a 1 out of 5 chance (or 1 out of sv_ghostcreeperschance) of spawning on the death of another creeper.

--Friendly Creeper--
Health: 200
Fuse time: 1 second (reusable)
Radius: 300 (charges fuse at 800)

This creeper helps fight other creepers and snpcs without damaging the environment or collateral damage. It regenerates it's health a quick rate and can follow the player with the USE key.

--Support Creeper--
Health: 50 (Was 100, had to nerf this damn thing.)
Fuse time: N/A
Radius: 2000 (Support)

This creeper will run around the field, aiding any npcs/players that are allied with it by giving them a "shield" which caps at 200 HP. It'll also charge regular creepers and turn them into their tougher variant.

You'll want to prioritize this variant as it'll make taking down large groups of npcs allied with it nearly impossible.

--Earth Creeper--
Health: 100
Fuse time: 3
Radius: 300

This creeper will build annoying dynamic dirt structures which will destroy themselves after 60 seconds or can be manually destroyed.

--Fire Creeper--
Health: 100
Fuse time: 1
Radius: 200

This creeper will place down fire which will gradually spread and fade out over time.

--Zombie Creeper--
Health: 200
Fuse time: 6
Radius: 400

This creeper has a very long fuse time but don't get too close as this one bites, get bit too many times and you'll join the undead! If you stay near long enough for this creeper to detonate, it'll release an infectious explosion and still live to
do it again.

--Zombie--
Health: 100
Fuse time: N/A
Radius: N/A

Wait, this isn't a creeper.
These are your typical flesh-eating sun-burning mob of the undead, created by the zombie creeper when it has infected one of it's victims.
Now comes in villager, husk, and drowned flavors!

--Husk--
A variant of zombie that can spawn naturally when a zombie spawns on a material with the surface property of sand.
Health: 100
Ability: Damage bleeding

--Drowned--
Can be created when any zombie variant besides the zombie creeper is put underwater.
Health: 150
Ability: Swimming

--Zombie Scientist--
Health: 100
Ability: Potions

Why do we all have to wear these ridiculous ties?

--Ice Creeper--
Health: 100
Fuse time: 1
Radius: 200

This creeper will place down ice which will slow down the player.

--Ender Creeper--
Health: 150
Fuse time: 3
Radius: 300

This creeper will teleport behind it's foe if it cannot reach them, it'll always be know where you are.

--Skeleton Archer--
Health: 100
Ability: Fires Arrows

This undead archer will try to get you to join the ranks of the undead through long-range force.

--Skeleton Swordsman--
Health: 100
Ability: Stone Sword

A variant of the skeleton archer which wields a sword.

--Wither Skeleton Swordsman--
Health: 150
Ability: Stone Sword, bleed damage.

A tougher variant of the skeleton swordsman that causes wither damage after an already devastating blow.

--Stray--
Health: 100
Ability: Tipped arrows

This variant of the skeleton slows you to a crawl with each successful shot.

--Villager--
Health: 100

This friendly although a bit grumpy mob will give you valuable items in exchange for emeralds.
Emeralds can be obtained through killing zombie villagers or curing zombie villagers, as well as from the spawnmenu.

--Enderman--
Health: 300

Don't look into it's eyes..

--Enderman (Pre beta 1.8)--
Health: 200

More like a regular zombie with the ability to teleport, even sharing sounds with zombies.

--Giant--
Health: 5000

...

--Spider--
Health: 100

This quick foe will take a quick bite out of you!

--Cave Spider--
Health: 100
Ability: Poison

Now in blue raspberry flavor! (May include neurotoxins)

--Zombie Piglin--
Health: 100

These guys won't mess with you as long as they aren't messed with, it just takes one hit to send them into a rage.

--Zombie Piglin Arbalist--
Health: 100

These guys wield flaming crossbows, I wouldn't get on their bad side.

--Piglin--
Health: 100

Greed is one of the seven deadly sins, and so is having a kick-♥♥♥ theme song.

--Piglin Arbalist--
Health: 100

This guy wields a regular crossbow and can be trouble in groups.

--Ghast--
Health: 600

A shy, unpredictable, and tanky foe.
The best way to take them down is to reflect their own projectiles right back at them.

--Slime--
Health: varies
Ability: Split on death

This monster can split into copies of itself on death, quite annoying but also incredibly dumb.

You can customize slimes through console commands, check convars for more information.

--Sheep--
Health: 100
Abilities: Regenerate health by eating grass

This friendly creature can be colored, form dynamic herds, and can lose their wool when damaged.

Sheep can recover their wool and their lost HP by eating grass (it has to be on a grass material type for them to be able to recover).

You can customize sheep through console commands, check convars for more information.

--Wraith--
Health: 100
Abilities: Flying

This ghostly foe has some sort of unfinished business with you, I'd keep an eye on him.

--Flame Wraith--
Health: 100
Abilities: Flying, Fire attack

Like a wraith, but this one lights you on fire!

--Silverfish--
Health: 30
Abilities: Aid

This weak foe only does 1-5 damage to you on hit, they can be weak but powerful in numbers as they call in more silverfish for backup.

--Pillager Arbalist--
Health: 100
Abilities: Crossbow

Cast from society, these angry foes will stop at nothing to tear down everything you hold dear.

--Vindicator--
Health: 100

A pretty standard but heavy hitting foe, keep your distance!

--Evoker--
Health: 200

These guys are mostly easy to take down once you figure out their game, it's their vexes that put up a real challenge!

--Witch--
Health: 120

Throws a randomized potion effect at you, none of which are good!

--Iron Golem--
Health: 500 (damage is halved under 100)

This friendly giant will help you fight against hostile npcs and even give you flowers!

--Ravager--
Health: 350
Abilities: Charge, roar, mount

This monstrous illager beast will tear down your defenses and leave you running for safety.
Other illagers may mount this creature, forming a deadly combo. (Only pillagers currently.)

--Cow/Mooshroom--
Health: 100
Abilities: Mooshroom recovery

These guys are simple scenery for your game, they don't do much.

--Baby Zombie--
Health: 85

Hell. These guys will ruin your day and I'm incredibly sorry that they're in this mod.

--Skeleton Horse--
Health: 300
Ability: Mount

These guys are passive without a rider, but when a skeleton gets on their back then you got a problem.

--Zombie Horse--
Health: 300
Ability: Mount, Charge, Jump.

These guys suck, zombie on back or not they'll still bite at you and even lunge to get to you.

--Chicken--
Health: 20
Ability: Feather falling

More decorative snpcs, these guys don't take much to kill but jump from ledges to a slow fall.

--Iceologer--
Health: 150
Ability: Ice summoning

This illager variation will keep you moving regardless of your current environment, deploying barrages of large ice blocks to crush and disorient you in open spaces and deploying smaller longer barrages of smaller ice blocks in close off spaces.

Large ice blocks may or may not contain a prize Frozen Zombie inside.

--Frozen Zombie--
Health: 100
Ability: Snowball, Charge

Despite being frozen, these zombies somehow end up being faster than regular ones. They also will accumulate snowballs which they will throw at you to give you a temporary stun.

--Snow Golem--
Health: 150
Ability: Snowball Harass

These golems will pick a target and bully it relentlessly with snowballs, only doing 1 point of damage but knocking back and stunning it's foes.

--Llama--
Health: 200
Ability: Spit

Passive mobs that will create a fuss if attacked, careful not to get spit on!

--Wandering Trader--
Health: 100
Ability: Invisibility, Llama companion.

This special villager variation drinks potions to not be seen by hostile npcs and players, it's pet llama defends it's owner while they flee.

--Pig--
Health: 100
Not much to say about pigs, they don't really do much currently.

-Sheepuff--
Health: 100
Ability: Float

Special sheep that like to float around every once and a while.

--Sentry--
Health: 300
Ability: knockback detonation, hide.

These mobs hide under the ground until they are close enough to a target, in which they'll try to detonate in order to induce a large amount of knockback.
Last edited by Wiseguy; 20 Mar, 2021 @ 6:25pm