> For the complete documentation index, see [llms.txt](https://edseries-plugins.gitbook.io/p/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://edseries-plugins.gitbook.io/p/edmobswords/features/mobs.md).

# Mobs

Mob templates live in `plugins/EdMobSwords/mobs/<id>.yml` (sub-folders are fine; the id is the file name). Eight are shipped: `zombie`, `skeleton`, `spider`, `creeper`, `enderman`, `wither-skeleton`, `ravager`, `warden`.

```yaml
type: ZOMBIE                       # any living entity type
name: '&a&lZombie &7[&c{health}&7/&4{max-health}&7]'   # updates on every hit
bossbar-name: '&a&lZombie'         # {mob-name} of the boss bar (the bar format adds the health); defaults to name
health: '100'                      # number, or placeholders + math: '100 * (1 + %edtools_leveling_level_mob-level% / 10)'
scale: 1.0                         # body size (1.21+; ignored on 1.20.4)
baby: false
dinnerbone: false                  # upside down
glow:
  enabled: false
  color: WHITE
equipment:                         # main-hand, off-hand, helmet, chestplate, leggings, boots
  main-hand: IRON_SWORD
respawn-time: -1                   # ticks; -1 = the zone's mobs.respawn-time
hurt-effect: true                  # vanilla red flash on non-lethal hits
death-effect:                      # empty = config.yml combat.death-effect
  particle: SOUL
  count: 14
  sound: ENTITY_ZOMBIE_DEATH

rewards:
  currencies:                      # currency id -> amount (placeholders + math; EdTools boosters apply)
    mob-coins: '10'
    money: '20'
  drops:                           # item-prices.yml ids -> amount, into the backpack (auto-sell applies)
    coal-tier1: 1
  commands:                        # console commands with a % chance
    - chance: 5
      command: 'crate givekey {player} common 1'
      message: '&6&l[!] &7You found a &ecrate key&7!'
  hologram: true                   # floating reward text on death
```

Name placeholders: `{health}`, `{max-health}`, `{health-percent}`.

Health is computed **per player at spawn time**, so a placeholder in `health` (a level, a prestige, a stage number from another plugin) scales the mob for each player.

Every kill also pays `combat.kill-currency` (+1 `mob-kills` by default), which is what levels the `mob-level` track.
