Description
AOSO Mutant
Fourteen vanilla mobs grow into huge mutant bosses. Each has a body rebuilt from its vanilla mob, its own animations and its own voice, and a set of attacks no vanilla mob has. Each shows a health bar while you are near, takes no fall damage, can't be pushed around, and dies slowly.
THE MUTANTS
- Rotting Colossus (zombie): sweeps with its swollen arm, smashes the ground so dead hands claw up around you, leaps on those who keep their distance, grabs and throws. Struck down, it rises again, raging, unless you burn it or hack it apart where it lies.
- Ossuary Reaper (skeleton): a giant war-bow of bone that fires heavy bolts, fans of bolts and arrow rain from the sky; two scythe arms that cut and drive bone spikes up out of the ground; it leaps away from those who come too close.
- Blastbloom (creeper): three heads; pounces and the ground bursts where it lands, flings explosive seed-sacs, burrows and erupts under you, draws everything in and bursts in rings. Lightning charges it and makes every blast greater. Its death is a blast like nothing else.
- Void Stalker (enderman): teleports behind you and strikes three times, rips blocks out of the ground and hurls them, sends homing void shards, and screams when you look at it. It dodges most arrows. Its death is a void collapse: darkness falls, it drags everything in, looses its shards and bursts.
- Dune Pharaoh (husk): smashes its obelisk so the sand bursts up in a line, raises a blinding sandstorm, turns the ground under you to quicksand, calls up scarabs, and breathes a curse.
- Cinder Titan (blaze): four orbiting fire shields absorb every blow until they break, then reform. It rains fire, calls down meteors, spins its rods, raises pillars of fire, and turns white-hot near death. Water hurts it.
- Gilded Warlord (piglin): a great double axe it drags behind it, overhead cleaves and wide sweeps, a charge, a heavy crossbow, and a war horn that calls its warriors. It leaves you alone while you wear gold, and a thrown gold ingot distracts it.
- Rotting Overlord (zombified piglin): leaves you alone until struck, then its whole kind turns on you. A rotted golden sword, fire leaps, and thrown flesh that bursts into a cloud of rot. Fire does not hurt it.
- Iron Bastion (iron golem): a guardian of villages. It smashes, uppercuts, throws, pounds shockwaves into the ground, leaps, and beats its chest to rally the village. Iron heals it.
- Winter Sentinel (snow golem): a guardian. It rakes with ice claws, throws snow storms and ice boulders, raises ice spikes, freezes the ground around it, and calls a blizzard. Snow and ice heal it.
- Moonfang (wolf): wild, it hunts beasts and the undead. Win it with patience and bones, and it follows you, fights for you, sits on command, and lets you ride it and leap great distances.
- Hex Wraith (vex): passes through stone, dashes through you blade-first, whirls, fires homing hexes, vanishes, and throws you into the air with a gale.
- Deep Sovereign (warden): huge and blind, it hunts by sound, and silence keeps you hidden. It smashes up sculk, roars a sonic blast through stone, sends out tendrils and stolen souls, burrows and erupts, and crushes what it grabs. 1000 health.
- Grand Conjurer (illager): an executioner's axe, evoker fangs in rings and lines, summoned axemen and spirits, illusion copies of itself, and curses. When struck down the first time, its amulet breaks and it rises again in fury.
HOW TO FIND THEM
- They appear rarely, on their own, where their kind lives: zombies across the Overworld, wardens in the Deep Dark, wolves in forests and taigas, and so on.
- Villagers sometimes summon an Iron Bastion instead of an iron golem, and shriekers sometimes summon a Deep Sovereign instead of a warden.
- Mutagen: craft it from a glass bottle, a fermented spider eye, nether wart, glowstone dust and a diamond, then use it on a zombie, skeleton, creeper, enderman, husk, blaze, piglin, zombified piglin, iron golem, snow golem, wolf, vex, warden, evoker, vindicator, pillager or illusioner. It shudders in green fire and grows into its mutant. Mutants made this way never despawn.
- Every mutant drops Mutant Essence. Craft one essence with a fermented spider eye and two glass bottles for two Mutagens.
CONFIG
- Turn natural spawning on or off, and set how often mutants spawn and how far apart they must be.
- Set the chance for each kind to spawn, plus the chances for villagers and shriekers to summon mutants.
- Show or hide the health bars.
- Choose whether mutants can break blocks. They always follow the game's mobGriefing rule.






