NBT Tags for Drowned in Minecraft (Java Edition 1.16/1.17/1.18/1.19/1.20)

This Minecraft tutorial explains the NBT tags (formerly called data tags) that you can use for a drowned in Minecraft Java Edition (PC/Mac) 1.16, 1.17, 1.18, 1.19 and 1.20.

TIP: If you are not running Minecraft Java Edition (PC/Mac) 1.16/1.17/1.18/1.19/1.20, find NBT tags for drowned in another version of Minecraft:

Background

In Minecraft Java Edition 1.16, 1.17, 1.18, 1.19 and 1.20, the entity value for a drowned is drowned. The drowned entity has a unique set of NBT tags that can be used in Minecraft commands such as: /summon and /data.

drowned

What are NBT tags (formerly called Data Tags)?

NBT tags allow you to set certain properties of an entity (such as drowned). The NBT tag is always surrounded in {} such as {NoAI:1}. If there is more than one NBT tag used in a game command, the NBT tags are separated by a comma such as {NoAI:1,CustomName:"\"Davy\""}.

List of NBT Tags

Here is a list of the NBT tags that you can use for drowned in Minecraft Java Edition (PC/Mac) 1.16, 1.17, 1.18, 1.19 and 1.20:

NBT Tag Value (Description)
IsBaby

0 (The drowned will be a full grown adult drowned)
1 (The drowned will be a baby drowned)

Example
{IsBaby:1}

CanPickUpLoot

0 (The drowned can not pick up loot off the ground)
1 (The drowned can pick up loot off the ground)

Example
{CanPickUpLoot:0}

CanBreakDoors

0 (The drowned can not break down wooden doors or iron doors)
1 (The drowned can break down wooden doors but still can not break down iron doors)

Example
{CanBreakDoors:0}

LeftHanded

0 (The drowned is right-handed)
1 (The drowned is left-handed)

Example
{LeftHanded:1}

DrownedConversionTime

ticks (The number of game ticks until the mob turns into a drowned. A value of -1 means that the mob is already a drowned.)

Example
{DrownedConversionTime:-1}

InWaterTime

ticks (The number of game ticks that the mob has been in the water before starting the conversion to a drowned. A value of 0 means that the mob is already a drowned.)

Example
{InWaterTime:0}

CustomName

name (The name to assign to the drowned)

Example
{CustomName:"\"Davy\""}

Health

number (The number of health points the drowned has)

Example
{Health:10.0f}

AbsorptionAmount

number (The number of absorption health points the drowned has)

Example
{AbsorptionAmount:2.0f}

Invulnerable

0 (The drowned will take damage like normal)
1 (The drowned will not take any damage from attacks or physical surroundings)

Example
{Invulnerable:1}

PersistenceRequired

0 (The drowned will despawn naturally)
1 (The drowned won't despawn)

Example
{PersistenceRequired:1}

NoAI

0 (The drowned will have artificial intelligence and will move/behave like normal)
1 (The drowned will have no artificial intelligence and will appear motionless)

Example
{NoAI:1}

Silent

0 (The drowned will make its usual noises in the game)
1 (The drowned will not make any noise in the game)

Example
{Silent:1}

Fire

ticks (The number of game ticks until the drowned is no longer on fire - there are 20 ticks in a second)

Example
{Fire:60}

PortalCooldown

ticks (The number of game ticks until the drowned can go through a portal again - there are 20 ticks in a second)

Example
{PortalCooldown:120}

Air

ticks (The number of game ticks the drowned has air left for)

Example
{Air:120}

HandItems

Items that the drowned is holding in its hands, listed in this order: right hand, left hand

Syntax
HandItems:[{Count:1,id:item}, {Count:1,id:item}]

Example
{HandItems:[{Count:1,id:trident}, {Count:1,id:shield}]}

ArmorItems

Items of armor that the drowned is wearing, listed in this order: boots, leggings, chestplate, helmet

Syntax
ArmorItems:[{Count:1,id:item}, {Count:1,id:item}, {Count:1,id:item}, {Count:1,id:item}]

Example
{ArmorItems:[{Count:1,id:diamond_boots}, {Count:1,id:diamond_leggings}, {Count:1,id:diamond_chestplate}, {Count:1,id:diamond_helmet}]}

ArmorDropChances

The drop chances for each of the 4 items listed in ArmorItems. A value of 1.0f means 100% chance of the item being dropped when the drowned is killed, 0.5f means 50%, 0.2f means 20%, and so on.

Example
{ArmorDropChances:[1.0f,1.0f,1.0f,1.0f]}

HandDropChances

The drop chances for each of the 2 items listed in HandItems. A value of 1.0f means 100% chance of the item being dropped when the drowned is killed, 0.5f means 50%, 0.2f means 20%, and so on.

Example
{HandDropChances:[1.0f,1.0f,1.0f,1.0f]}

id

drowned (The entity value used to represent a drowned in the Passengers tag)

Example
{id:drowned}

Passengers

The mob that is riding on the drowned. Use the entity value for the passenger mob

Example of skeleton as passenger
Passengers:[{id:skeleton}]

NBT Tag Examples

To summon a baby drowned:

/summon drowned ~ ~ ~ {IsBaby:1}

To summon a drowned that is named Davy and has no artificial intelligence:

/summon drowned ~ ~ ~ {CustomName:"\"Davy\"", NoAI:1}

Target Selectors

Before we finish discussing data tags, let's quickly explore how to use the @e target selector. The @e target selector allows you to target entities in your commands. If you use the type=drowned value, you can target drowneds:

@e[type=drowned]

Target Selector Examples

To change the nearest drowned to a baby drowned:

/data merge entity @e[type=drowned,limit=1,sort=nearest] {IsBaby:1}

To kill all drowneds:

/kill @e[type=drowned]

Next, learn how to use the game commands in Minecraft.

Command Examples

Here are some game command examples for a drowned in Minecraft:

Command Generators

If you need help, you can use these tools to automatically generate commands for you: