Description
Important: This mod requires GeckoLib to be installed. Make sure you download the correct GeckoLib version for your Minecraft/mod loader version, or the mod will not launch
YOU CAN INSTALL HERE: GeckoLib - Minecraft Mods - CurseForge
Also please download the latest version, as previous versions had a bug that could crash the game when switching perspectives.

This mod takes inspiration from another mod called requiemmod by ladysnake. Instead of only fighting mobs, you can become them. By using the Possession Relic, you can take control of many different creatures and gain their body, size, sounds, movement, and special abilities. Each possession feels different, so becoming a spider, guardian, hoglin, blaze, wolf, slime, villager, and many others changes how you move, fight, heal, and survive.
To get started, you need to find Possession Relic Shards:

These can be earned through the Soul Trader Shrine, a special structure that can be found in Dark Forests, the Deep Dark, and Soul Sand Valleys. Activating the shrine starts a wave-based fight, and after clearing the shrine, a Soul Trader appears and offers shard-related rewards. Shards can also show up in bastion chests.


Once you collect enough shards, you can combine them into the Possession Relic and start taking over mobs.
The mod adds a lot of custom possession behavior. Many mobs have their own attack styles, movement rules, sounds, healing foods, resistances, and special traits. Some can climb walls, some can fly, some can swim better, and some have unique attacks like beams, rams, fireballs, stings, or spit. A lot of forms also change how other mobs react to you, so some creatures ignore you, some protect you, and some become hostile on sight.
The goal of the mod is simple: turn mobs into playable forms and make each one feel closer to how it works in vanilla Minecraft, while still giving the player a new way to explore, fight, and survive.


For more in depth information on each mobs:
MAIN PREMISE
- Craft a Possession Relic.
- Use it on supported mobs to possess them.
- While possessed, you take on that mob's body, camera height, sounds, health style, movement, resistances, and special actions.
- Many mobs also change how other mobs react to you. Some ignore you, some help you, and some target you on sight.
PROGRESSION
To unlock possession, you need Possession Relic Shards.
You can get shards from:
- Soul Trader Shrines
- Bastion chests
The Soul Trader Shrine is a custom structure that can generate in:
- Dark Forest
- Deep Dark
- Soul Sand Valley
When a player gets close, the shrine starts a 3-wave fight. The waves must be cleared one at a time. After the final wave, the Soul Trader appears on the altar and offers shard-related rewards.
ITEMS
- Possession Relic Shard: the main material used to make the relic
- Possession Relic: the item used to possess mobs
CRAFTING THE RELIC
The relic is crafted with:
- 4 Possession Relic Shards
- 1 Totem of Undying
SOUL TRADER
The Soul Trader is the shrine merchant tied to the mod's progression loop.
- Appears after all 3 shrine waves are defeated
- Uses a custom corrupted villager-style look
- Acts as a shard-related reward source after shrine completion
GENERAL POSSESSION RULES
- Most forms use the original mob model, sounds, size, and eye height
- Many forms have custom food healing instead of normal hunger-based healing
- Many hostile forms stop hunger drain while possessed
- Some mobs have special left-click attacks, charge abilities, beams, projectiles, flight, climbing, or swimming rules
- Some mobs can summon nearby allies when they are attacked
- Some mobs cause specific enemies to ignore you, flee from you, or attack you
UNSUPPORTED POSSESSION TARGETS
These mobs cannot be possessed:
- Warden
- Wither
- Ender Dragon
- Breeze
POSSESSABLE MOBS
Below is the current playable roster, grouped by type.
UNDEAD
- Zombie: Basic zombie melee form with zombie sounds, zombie-type mob interactions, and undead-style food/healing rules.
- Baby Zombie: Faster baby version with smaller size and baby dimensions.
- Husk: Desert zombie variant with its own sounds and baby support.
- Baby Husk: Smaller, faster baby husk form.
- Drowned: Water-friendly zombie form with drowned sounds and drowned-style combat.
- Baby Drowned: Baby drowned version with smaller body and baby movement profile.
- Zombie Villager: Zombie form with villager-zombie visuals and undead interactions.
- Baby Zombie Villager: Smaller, faster version of zombie villager possession.
SKELETON TYPES
- Skeleton: Ranged undead form with skeleton movement and skeleton reactions from other mobs.
- Wither Skeleton: Taller skeleton form with its own sounds and wither-skeleton body profile.
ILLAGERS AND RAID FORMS
- Pillager: Crossbow illager playstyle with pillager sounds and raid-aligned mob interactions.
- Vindicator: Axe-focused melee illager form.
- Evoker: Spell-casting style form with evoker-style targeting and magic attacks.
- Ravager: Huge heavy melee form with ravager-style body and power.
- Witch: Potion-based caster form with witch sounds and witch behavior.
- Iron Golem: Very large, high-health heavy melee form with iron golem sounds and attacks.
NETHER HUMANOIDS
- Piglin: Piglin body with piglin sounds, piglin interactions, and baby support.
- Baby Piglin: Smaller and quicker piglin form.
- Piglin Brute: Much tougher piglin melee form.
- Zombified Piglin: Undead piglin form with zombified piglin mob reactions.
- Baby Zombified Piglin: Baby zombified piglin variant.
AMBUSH AND UTILITY HOSTILES
- Enderman: Tall teleport-focused form with enderman sounds and enderman-style presence.
- Creeper: Creeper body with creeper sounds and explosive playstyle.
- Silverfish: Small fast form that can hide inside stone-type blocks, stay hidden until sneaking out or being broken out, and call nearby silverfish when hit.
- Endermite: Tiny fast melee form; hostile mobs generally ignore you unless provoked, but endermen and iron golems stay aggressive.
- Shulker: Stationary turret form with shulker projectiles, shell open state while attacking, and shell-based damage behavior.
- Vex: Permanent flight, no hunger drain, an unbreaking iron sword hotbar slot, aggressive toggle, phasing through blocks, and rallying nearby vexes when attacked.
- Bat: Small flying scout form with permanent night vision, bat sounds, and no melee attack.
SPIDER FAMILY
- Spider: Climbs walls, ignores cobweb slowdown, uses spider sounds, is poison-immune, heals from spider eyes, and deals stronger melee on higher difficulties.
- Cave Spider: Smaller spider with poison attacks on higher difficulties, poison immunity, wall climbing, and the same spider-eye healing rules.
HOGLIN FAMILY
- Hoglin: Strong melee form with hoglin knockback, hoglin attack animation and sound, fungus healing, and overworld conversion into a zoglin after 20 seconds. Nearby hoglins rally when you are hit.
- Baby Hoglin: Faster baby version with weaker damage, baby sounds, and the same overworld conversion rule.
- Zoglin: Powerful undead hoglin form with poison immunity, fire immunity, no drowning, raw-meat healing, and zoglin knockback.
- Baby Zoglin: Smaller baby zoglin with baby-sized form and undead zoglin resistances.
GUARDIAN FAMILY
- Guardian: Lock-on laser attack with a target indicator, guardian beam charge-up, dolphin-fast swimming, flop movement on land, thorns-like contact damage, and fish-based healing.
- Elder Guardian: Larger guardian with stronger beam damage, stronger contact damage, much higher health, and a periodic mining fatigue pulse.
FIRE MOBS
- Blaze: Permanent flight, 3-shot burst of blaze fireballs, melee at close range, blaze attack fire-up state, immunity to fire, lava, and blaze fireballs, blaze-food healing, water weakness, and snowball weakness.
- Ghast: Permanent flight, ghast fireball attacks, attack texture while firing, ghast sounds, fire/lava immunity, and healing from ghast tears.
SLIMES AND CUBES
- Big Slime: Slime sounds, slime-body movement, slimeball healing, custom jump behavior, and automatic split on death into smaller forms.
- Medium Slime: Smaller slime stage with reduced health and damage; splits again on death.
- Small Slime: Very small stage with little health and no melee damage.
- Big Magma Cube: Fireproof slime variant with fire charge healing and automatic splitting on death.
- Medium Magma Cube: Mid-size magma cube stage with lower damage and the same fire immunity.
- Small Magma Cube: Smallest magma cube stage with low health and fire/lava immunity.
CANINES AND SMALL MAMMALS
- Wolf: Biome-based wolf coat, aggressive red-eye toggle, meat and rotten-flesh healing, ally wolf rally when attacked, skeletons flee from you, and water shake animation after leaving water.
- Baby Wolf: Faster baby wolf version with baby audio.
- Fox: Fast ground form with fox sounds, meat and berry healing, and item-holding visuals through the mouth. Wolves and polar bears attack fox form.
- Baby Fox: Slightly faster baby fox that cannot melee.
- Ocelot: Fast feline form with no fall damage, fish healing, creepers fleeing from you, and light melee damage.
- Baby Ocelot: Baby ocelot variant with the same core rules.
- Cat: Keeps the exact cat coat of the original cat, avoids fall damage, makes creepers flee, and heals from fish.
- Baby Cat: Baby cat version of the same playstyle.
- Rabbit: Fast small prey form that keeps the original rabbit texture. Wolves, foxes, and ocelots attack rabbit form.
- Baby Rabbit: Baby rabbit version with the same prey-style interactions.
FROGS AND AMPHIBIANS
- Frog: Short jump-focused form with frog sounds, a frog-style jump animation, and the ability to eat small slimes and small magma cubes to get slimeballs or froglights.
- Axolotl: Water-focused form with axolotl colors preserved, tropical-fish healing, automatic play-dead when low on health, temporary regeneration, and target-forgetting behavior while playing dead.
- Baby Axolotl: Baby axolotl variant with the same color and play-dead rules.
HOOFED AND LARGE PASSIVE ANIMALS
- Horse: Keeps the original horse coat, has variable horse health, horse sounds, tail and grazing animations, a strong jump, and healing from apples, wheat, carrots, golden carrots, and golden apples.
- Baby Horse: Baby horse version with the same body style and movement.
- Zombie Horse: Zombie-styled horse with undead food healing from raw meat and rotten flesh.
- Skeleton Horse: Skeleton horse with bone-based healing.
- Mule: Mule version of the horse movement and body style.
- Baby Mule: Baby mule version.
- Goat: Powerful ram attack with charge movement, large knockback, strong jumping, and goat sounds.
- Baby Goat: Baby goat form with movement and jump traits but no attack.
- Camel: Large passive form with camel eye height, cactus healing, and a dash mechanic with cooldown.
- Strider: Lava-walking nether travel form with fire/lava immunity, warped fungus healing, cold-state texture and shaking when away from lava.
- Baby Strider: Baby strider version with the same lava-based rules.
BEARS AND TURTLES
- Polar Bear: Heavy melee form with polar bear attack animation, salmon healing, nearby polar bears rallying when you are hit, and polar bears staying passive to you.
- Baby Polar Bear: Baby bear version that cannot attack.
- Turtle: Slow land, fast water travel form that cannot drown and uses turtle swimming and movement animation.
- Baby Turtle: Small vulnerable turtle variant that is hunted by several predators and hostile undead.
VILLAGERS AND UTILITY PASSIVES
- Villager: Villager body with biome-based appearance, villager sounds, no melee attack, and iron golems protecting you when nearby. Villagers heal from carrots, potatoes, baked potatoes, and mushroom stew.
- Baby Villager: Faster baby villager variant with baby sounds.
- Snow Golem: Snowball attack with aim targeting, leaves snow trails while walking, no fall damage, takes damage from water and hot biomes, and stays passive to hostiles unless you attack first.
- Bee: Flying sting form with poison on higher difficulties, angry-eye toggle, bee attack animation, flower healing, and nearby bees swarming attackers.
- Parrot: Small flying form with toggleable flight on jump double-tap, seed healing, no melee, and parrot flying animation.
FARM AND PASTURE ANIMALS
- Cow: Simple passive possession form with cow body, cow sounds, and passive-animal movement.
- Mooshroom: Cow-like passive form using mooshroom visuals.
- Pig: Standard passive pig body with pig movement and sounds.
- Sheep: Standard sheep body and movement.
- Chicken: Very small passive form with chicken-sized body and movement.
- Baby Cow: Baby passive version.
- Baby Pig: Baby passive version.
- Baby Sheep: Baby passive version.
- Baby Chicken: Baby passive version.
AQUATIC MOBS
- Cod: Small fish body made for underwater travel.
- Salmon: Larger fish swimmer.
- Pufferfish: Fish form with pufferfish-specific visuals and underwater movement.
- Tropical Fish: Keeps tropical fish variant data while possessed.
- Squid: Underwater squid movement and squid sounds.
- Dolphin: Fast swimmer with dolphin-style movement and aquatic travel focus.
SPECIAL INTERACTION NOTES
- Wardens can still attack you no matter what you are possessing.
- Withers only ignore you if you are a zombie type, a skeleton type, a Zoglin, or a Zombified Piglin.
- Many ally-like species stay passive toward their own possessed form, even if you hit them.
- Several forms can call nearby mobs of the same species to attack whoever hurt you.
NOTES FOR PLAYERS
- Some possession forms are simple body swaps with sounds and size changes.
- Others are deep custom forms with unique combat logic, movement rules, or AI reactions.
- The mod is designed so each form feels closer to how that mob works in vanilla Minecraft while still being playable as a full character.
TECHNICAL NOTES
- Minecraft version: 1.21
- Mod loader: Fabric
- Main structure: Soul Trader Shrine
- Main custom entity: Corrupted Merchant







