Minecraft Java 26.2 Zombie Preview
Texture Preview
Zombie
Health
Default
Main Hand
None
Off Hand
None
Traits
None
Build
EquipmentArmor and hand items
Passengers
Root entity is the mount. Each passenger can contain its own nested Passengers chain.
Visual entity builder
Slimes are the classic split-fight mob: kill one, face several, until the room is a carpet of the harmless smallest tier. That escalation curve makes them ideal for wave arenas and gauntlet corridors where difficulty should rise as the fight goes on rather than fall.
The generator outputs a slime /summon command with an optional custom name, health, riders, and traits. Persistent is worth adding to nearly every placed slime, since hostile despawn rules otherwise clear staged encounters, and glowing turns a single slime into a trackable objective marker for hunt-style quests.
Because the smallest slimes deal no damage and die to one hit, they double as safe interactive props for petting pens, target practice, or frog-feeding stations, while the larger tiers carry the actual combat load. Design around which tier does which job.
Gelatinous arena king
/summon minecraft:slime ~ ~ ~ {PersistenceRequired:1b,CustomName:"The Gelatinous King",CustomNameVisible:1b,Health:100f,attributes:[{id:"minecraft:max_health",base:100}]}A hundred health on the crown-bearer, then the split cascade: the fight opens as a duel and ends as crowd control.
Quest marker slime
/summon minecraft:slime ~ ~ ~ {Glowing:1b,PersistenceRequired:1b,Silent:1b}The outline renders through terrain, letting players track one specific slime across a swamp without particle trails or waypoints.
Harmless pen slime
/summon minecraft:slime ~ ~ ~ {NoAI:1b,PersistenceRequired:1b,Silent:1b}AI off stops the hop-pursuit loop, making a display pet that stays inside a fence without leads or name-tag upkeep.
Witch on a bouncing mount
/summon minecraft:slime ~ ~ ~ {PersistenceRequired:1b,Passengers:[{id:"minecraft:witch"}]}The witch lobs potions from atop the hopping slime, and the mount's erratic bounce arc makes both harder to line up with arrows.
Rows appear only where the output actually changes -- copy the one that matches your world.
Java 1.16
/summon minecraft:slime ~ ~ ~ {PersistenceRequired:1b,CustomName:'{"text":"The Gelatinous King"}',CustomNameVisible:1b,Health:100f,Attributes:[{Name:"generic.max_health",Base:100}]}Java 1.21.4
/summon minecraft:slime ~ ~ ~ {PersistenceRequired:1b,CustomName:'{"text":"The Gelatinous King"}',CustomNameVisible:1b,Health:100f,attributes:[{id:"minecraft:max_health",base:100}]}Java 26.2
/summon minecraft:slime ~ ~ ~ {PersistenceRequired:1b,CustomName:"The Gelatinous King",CustomNameVisible:1b,Health:100f,attributes:[{id:"minecraft:max_health",base:100}]}Bedrock 26.x
/summon minecraft:slime "The Gelatinous King" ~ ~ ~Splitting is the core mechanic: every non-minimum slime dies into 2-4 smaller ones. Either script a cleanup kill command for the smallest tier or design the finale around stomping the harmless leftovers.
The smallest one. Bigger tiers come from the Size data value rather than any field in this preset, so pair the command with a health override if the summoned mob needs to last.
Yes, like other hostiles they despawn when players move away unless PersistenceRequired is set. The persistent trait handles that; a custom name by itself does not.
If the room sits below Y=40 in a slime chunk, yes; light level does not gate those spawns. Relocating the build vertically is the dependable fix.
Texture Preview
Zombie
Health
Default
Main Hand
None
Off Hand
None
Traits
None
Passengers
Root entity is the mount. Each passenger can contain its own nested Passengers chain.