With the death of Bukkit, MythicMobs will be ported over to Sponge once it is stable.

What is MythicMobs?

MythicMobs allows server administrators to create custom variants of mobs.

These variants can include:

  • Mob Skills: Giving mobs custom skills with powerful conditionals and delays, based on a robust system of triggers and/or timers
  • Mob Attributes: Modifying all mob attributes such as health, damage, speed, follow and combat range
  • Special Effects: Allowing mobs to use custom sounds, particles, and special effects
  • Equipment: Setting equipment and creating custom items with attributes and drop tables.
  • Damage Modifiers: Change how damage affects mobs so they can be immune to drowning, take half damage from arrows, be healed by fire, etc.
  • Mob Spawners: Creating powerful custom Mob Spawners to spawn your Mythic Mobs at specific locations, with optional timers, conditions, attributes, cooldowns, etc!
  • Spawning Control: Set your custom mobs and bosses up to spawn randomly in different areas of the world, based on any number of conditions you can specify. You can replace natural spawns completely!
  • Mob Levels: Allow mobs to scale in level and increase in power based on where and how they spawned, having scaled health, damage, and more abilities as they level!
  • Threat Tables: (v1.1) Allow mobs to use Threat Tables, granting increased power and control over their targeting behaviors and causing mobs to behave more like those in RPGs.
  • Mob AI Controls: (v1.1) Allows you to modify mob AI goals, including adding new AI goals found only in MythicMobs. Let zombies open doors, have friendly skeleton guards that fight skeletons from other mob factions, and more!
  • Mob Factions: (v1.1) Allow mobs to be a part of factions! Works with the previously mentioned AI Controls so you can have mobs that will fight other factions of mobs, help players, and more!
  • Plugin Compatibility: Integration with a wide variety of popular plugins!
  • Much more to come!


MythicMobs' commands can be accessed in-game using the /mythicmobs or /mm commands.

After running your server with MythicMobs for the first time, you can find all sorts of example files in the MythicMobs folder to get you started with every aspect of the plugin. Mobs, items and random spawning are all handled through .yml files placed in the respective sub-folders. After editing, you can use /mm reload to reload the plugin, and the /mm mobs command to access your newly-created mobs.

For information on how to configure and use MythicMobs, see the Plugin Manual!

Upcoming Features

Upcoming Features included in the next version will be posted in the Full Changelog.

Future major additions include:

  • Spawner Scaling so that spawners and their mobs can scale their mob level based on the number of players nearby.
  • World Scaling so you can define various conditions for how mobs will scale in level in your world

Help & Questions


  • IRC Chat: #mythicmobs @
  • Official Server:

If you need additional help, please make a post in the Support section of the Plugin Forums. I will sometimes help people who post in the comments, but that is not reliable as I will not always see all the comments being posted. You can also find me in #mythicmobs on, but I am usually AFK and may not be around to respond immediately.

If you'd like a demonstration of what MythicMobs can do, I can occasionally be found on the Minecraft survival server, which is a private server I use for testing my plugins. You can ask mods on there to spawn some of my more complex bosses to demonstrate the plugin's capabilities, but you will probably get obliterated. Mods on will generally not provide support for MythicMobs in general.

Development Builds

Development builds for MythicMobs can be found at my continuous integration server, here:

Please note that development builds have untested features, and while I do not believe they will damage your server in any way, I can make no guarantees about it. They could potentially alter and/or break your previous MythicMobs configurations and may contain bugs and unfinished features. Please make sure you read changelogs fully. Builds that you download which have not been approved by BukkitDev are used at your own risk.


  • mythicmobs.admin - Gives access to all MythicMobs commands.


More info coming soon!


Metrics & Updates

MythicMobs periodically checks BukkitDev for updates (as of v0.7.5) and will try to notify Ops and the console if a new update is available. This can be disabled in the configuration by setting general.check-for-updates to false.

MythicMobs also sends some simple statistics about usage to Metrics can be disabled in the configuration by setting allow-metrics to false.



Helpful tutorial by ngutun

Special Thanks

I'd like to give a special thanks to:

  • adw123: for all the hard work documenting things!
  • spyermusic: for the custom logo!

and also to everyone who helps by submitting feedback, bug reports, and helping out with testing!


All types of help are greatly appreciated! If you'd like to help out, please consider posting your suggestions on the forum, helping me test for bugs, and helping others with support issues!

If you'd like to support MythicMobs' continued development, please consider donating! Each donation ensures I can spend more time adding features and less time doing other things to keep a roof over my head! Every dollar helps. :D


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  • Avatar of PedoPedo PedoPedo Nov 01, 2014 at 03:03 UTC - 0 likes

    @IamChaoz: Go

    Yes I have both of the plugins installed. What happened was they get disguised then they turn invisible after a couple of seconds or there's something else going on that I don't know about.

  • Avatar of RubeserkGaming RubeserkGaming Nov 01, 2014 at 01:00 UTC - 0 likes

    @Rubencoolguy: Go same problem here.

    Last edited Nov 01, 2014 by RubeserkGaming
  • Avatar of IamChaoz IamChaoz Oct 31, 2014 at 21:37 UTC - 0 likes

    @adw123: Go

    I tried it again but it still doesn't work. This is how I have it set up.


      Health: 25
      Damage: 6
      Mobtype: zombie
      Display: 'Water Zombie'
      - skill WaterBuff ~onTimer:100
      - DROWNING 0


      Cooldown: 1
      - inblock 8,9
      - potionself REGENERATION:100:1
      - potionself INCREASE_DAMAGE:100:1
      - potionself SPEED:100:4
      - potionself DAMAGE_RESISTANCE:100:1

    I was the biggest fucking idiot on this planet once.

  • Avatar of adw123 adw123 Oct 31, 2014 at 17:34 UTC - 0 likes


    Change "Clear" to "clear". I believe it is case sensitive.

  • Avatar of adw123 adw123 Oct 31, 2014 at 17:31 UTC - 0 likes


    You have a few issues with the first skill...

    1. First of all do you want this skill to damage the mob casting it or the target of the mob? The way it is setup right now is that it will damage its target for 50 damage (unmitigated by armor because you used true) If you want it to damage itself then you need to use the damageself command instead.

    2. Your potion line is set to only last for a little over a quarter of a second (6 ticks) I'm guessing you want this to last for 6 seconds, so you need to change this to 120 (20 ticks per second)

    3. While not required you probably should add the last parameter to your effect line for consistency which is the effect target slime:2:2:200:1:1 >0 1

    The second skill appears to be setup fine though you may experience some strange issues with the newtarget skill if you are using ThreatTables or custom AI. Unless you really have a reason for using those I would remove or comment them out until a later release when Xikage provides better threat management skills that will probably make newtarget go away.

    Hope that helps.

  • Avatar of adw123 adw123 Oct 31, 2014 at 17:21 UTC - 0 likes


    Not sure if that was a question or not but it is generally best practice to setup follow and leash ranges like this for your mobs if your intention is that they stay near their spawn points.

    Last edited Oct 31, 2014 by adw123
  • Avatar of adw123 adw123 Oct 31, 2014 at 17:19 UTC - 0 likes


    Try these things:

    1. Remove the >0 from your ~onTimer statement and I would suggest increasing the timer to 20 ticks at least.
    2. Move your Conditions block above your skills block and change "water" to 8,9 (block ids for (still water and flowing water)
    3. Change all your potionself statements to at least 20 ticks for their duration.

    Low tick values like 1 or 2 generally do not work well as MythicMobs tends to execute things every 5-10 ticks (depending on how the config file is setup)


  • Avatar of l3tal l3tal Oct 31, 2014 at 11:59 UTC - 0 likes

    I have a problem with the AI system.For example I made this dummy for testing:

      Mobtype: skeleton
      Display: '&ETest'
      Health: 100
      Damage: 4
      - 0 Clear
      - 0 Clear
        MovementSpeed: 0.25
        KnockbackResistance: 1
        PreventOtherDrops: true
        PreventLeashing: true
        MaxCombatDistance: 25
        Despawn: true

    → And the mob still attack me.

    Last edited Oct 31, 2014 by l3tal
  • Avatar of Rubencoolguy Rubencoolguy Oct 31, 2014 at 05:21 UTC - 0 likes

    LibsDisguises crashes my server everytime I try to use player disguises. This doesnt allow me to use player disguises for mythicmobs, any idea on how to fi this? I have the following plugins, World Edit, World Guard, PermissionsEx, essentials, mythicmobs, ProjectKorra, trails, massivecore, vault, plotme, Uskyblock, silkspawners, Grappler, signedit, insanityrun, serialkey, survivalgames, chestshop, proticollib, silkspawnersecoaddon, SkullTurret, serversigns, essentialsspawn, TAGapi, War, Multiversecore, enjinminecraftplugin, Craftbook, essentialschat, Mobarena, factions, commandsigns, Multiverse portals, and multiverse inventories. Thx for any help!

  • Avatar of Mythledgic Mythledgic Oct 31, 2014 at 04:37 UTC - 0 likes

    @adw123: Go

    This is meant to damage you for 50lp every 10 ticks, and make you not move. But it lets me move, And it doesnt deal 50lp it hits something else but the delay works
      Cooldown: 0
      - newtarget 25 >0 1
      - msg 25:'&3**&6&n$target&9 has been poisoned by $boss!'
      - effect target particles slime:2:2:200:1 >0 1
      - delay 100
      - potion 2:SLOW:6:2 >0 1
      - projectile Arrow >0 1
      - effect target particles slime:2:2:200:1 >0 1
      - damage 0:50:true >0 1
      - delay 10 
      - damage 0:50:true >0 1
      - delay 10 
      - damage 0:50:true >0 1
      - delay 10 
      - damage 0:50:true >0 1
      - delay 10 
      - damage 0:50:true >0 1
      - delay 10 
      - damage 0:50:true >0 1
      - delay 10 
      - damage 0:50:true >0 1
      - delay 10 
      - damage 0:50:true >0 1
      - delay 10 
      - damage 0:50:true >0 1
      - delay 10 
      - damage 0:50:true >0 1
      - delay 10 
      - damage 0:50:true >0 1
      - delay 10 
      - damage 0:50:true >0 1
    This is meant to hit the player for 75, and heal the boss for 75, It doesnt hit 75 but delay works and its healing
      Cooldown: 0
      - newtarget 50 >0 1
      - msg 50:'&3**&6&n$target&9 has been chosen as a blood sacrifice!&3**' >0 1
      - damage 0:75:true >0 1 
      - healself 75 >0 1
      - delay 20
      - damage 0:75:true >0 1 
      - healself 75 >0 1
      - delay 20
      - damage 0:75:true >0 1 
      - healself 75 >0 1
    Last edited Oct 31, 2014 by Mythledgic

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Date created
Dec 30, 2013
Last update
Oct 19, 2014
Development stage
  • enUS
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