NBT Tags for Enderman in Minecraft (Java Edition 1.11/1.12)

This Minecraft tutorial explains the NBT tags (formerly called data tags) that you can use for an enderman in Minecraft Java Edition (PC/Mac) 1.11 and 1.12.

TIP: If you are not running Minecraft Java Edition (PC/Mac) 1.11/1.12, find NBT tags for enderman in another version of Minecraft:

Background

In Minecraft Java Edition 1.11 and 1.12, the entity value for an enderman is enderman. The enderman entity has a unique set of data tags that can be used in Minecraft commands such as: /summon, /entitydata, /give, /fill, /setblock, /testfor.

enderman

What are NBT tags (formerly called Data Tags)?

NBT tags allow you to set certain properties of an entity (such as enderman). The NBT tag is always surrounded in {} such as {CustomName:Endie}. If there is more than one NBT tag used in a game command, the NBT tags are separated by a comma such as {CustomName:Endie, Health:25.0f}.

List of NBT Tags

Here is a list of the NBT tags that you can use for enderman in Minecraft Java Edition (PC/Mac) 1.11 and 1.12:

NBT Tag Value (Description)
carried

id (The Minecraft ID of the item that the enderman is carrying)

Example - carrying wool
{carried:35}

carriedData

data value (The Minecraft data value of the item that the enderman is carrying)

Example - carrying cyan wool
{carried:35, carriedData:9}

CustomName

name (The name to assign to the enderman. If the name has spaces, you need to surrounded the name value in "".)

Example
{CustomName:Endie}
{CustomName:"The Teleporter"}

Health

number (The number of health points the enderman has)

Example
{Health:25.0f}

AbsorptionAmount

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

Example
{AbsorptionAmount:2.0f}

Invulnerable

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

Example
{Invulnerable:1}

PersistenceRequired

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

Example
{PersistenceRequired:1}

NoAI

0 (The enderman will have artificial intelligence and will move/behave like normal)
1 (The enderman will have no artificial intelligence and will not teleport)

Example
{NoAI:1}

Silent

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

Example
{Silent:1}

Fire

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

Example
{Fire:60}

PortalCooldown

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

Example
{PortalCooldown:120}

Air

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

Example
{Air:120}

ArmorItems

Since an enderman does not wear armor, you can use this data tag to list 4 items that you want the enderman to drop when it is killed (4 custom drops)

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

Example
{ArmorItems:[{Count:3,id:redstone}, {Count:1,id:golden_horse_armor}, {Count:2,id:iron_ingot}, {Count:7,id:gold_ingot}]}

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 enderman is killed, 0.5f means 50%, 0.2f means 20%, and so on.

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

UUIDLeast

A number that specifies the right half of the UUID for the enderman (use UUIDLeast and UUIDMost to target/find a particular enderman in the game)

Example
{UUIDLeast:-6645587150281567948L}

UUIDMost

A number that specifies the left half of the UUID for the enderman (use UUIDLeast and UUIDMost to target/find a particular enderman in the game)

Example
{UUIDMost:4420078606457655279L}

id

enderman (The entity value used to represent an enderman in the EntityTag or Passengers tag)

Example
{id:enderman}

Passengers

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

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

NBT Tag Examples

To summon an enderman with a custom name of Endie:

/summon enderman ~ ~ ~ {CustomName:Endie}

To summon an enderman that is named Endie and no artificial intelligence:

/summon enderman ~ ~ ~ {CustomName:Endie, NoAI:1}

To summon an enderman that has 4 custom drops (3 redstone, 1 gold horse armor, 2 iron ingot and 7 gold ingot):

/summon enderman ~ ~1 ~ {ArmorItems:[{Count:3,id:redstone}, {Count:1,id:golden_horse_armor}, {Count:2,id:iron_ingot}, {Count:7,id:gold_ingot}], ArmorDropChances:[1.0f,1.0f,1.0f,1.0f]}

To give the closest player a enderman spawn egg in Minecraft Java Edition (PC/Mac) 1.11 and 1.12:

/give @p spawn_egg 1 0 {EntityTag:{id:minecraft:enderman}}

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=enderman value, you can target endermans:

@e[type=enderman]

You can also add a radius value to target endermans within a certain radius of blocks (for example, r=5 lets you target endermans within a 5 block radius of where the command is run):

@e[type=enderman,r=5]

Target Selector Examples

To change all endermans to have no artificial intelligence within a 5 block radius:

/entitydata @e[type=enderman,r=5] {NoAI:1}

To test for all endermans within a 50 block radius:

/testfor @e[type=enderman,r=50]

To summon a lightning bolt at all endermans:

/execute @e[type=enderman] ~ ~ ~ /summon lightning_bolt

To kill all endermans:

/kill @e[type=enderman]

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

Command Examples

Here are some game command examples for an enderman in Minecraft:

Command Generators

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