The vex is the evoker’s personal air force — a tiny, translucent, sword-wielding ghost that phases through solid blocks and dives at you like a kamikaze pixie with anger management issues. You cannot block it with walls. You cannot hide behind doors. You cannot outrun it in a hallway. The vex does not care about your carefully constructed defenses because it treats every block in the game like it is not there.
Vexes are summoned exclusively by evokers, which means you will encounter them during woodland mansion raids or village raids. They spawn in groups, they hit hard for their size, and they have a built-in timer that slowly kills them off — which is the game’s way of admitting that permanent vexes would be genuinely unfair. If you have ever walked into a mansion thinking your iron armor and shield would handle anything, the vex is the mob that taught you otherwise.
The good news is that vexes are fragile. The bad news is that “fragile” does not matter much when three of them are phasing through your ceiling simultaneously. Understanding how they work, how long they last, and how to deal with them is the difference between clearing an evoker fight cleanly and watching your health bar evaporate in two seconds flat.
Overview / Quick Stats
| Attribute | Details |
|---|---|
| Name | Vex |
| Namespaced Entity ID | minecraft:vex |
| Alignment | Hostile |
| Dimensions / Hitbox | 0.4 blocks wide x 0.8 blocks tall |
| Health | 14 (7 hearts) |
| Armor | 0 |
| Base Damage | Melee attack with iron sword:
Damage includes the iron sword bonus. Vexes always spawn holding an iron sword. |
| Movement Speed | Variable — vexes use a charge-and-retreat flight pattern rather than a constant speed. They accelerate toward targets during attack dives. |
| Knockback Resistance | 0 |
| Follow / Detection Range | 16 blocks (targets assigned by the summoning evoker) |
| Experience Drop | 3 XP (Java) 3 XP (Bedrock) |
| Spawn Location | Summoned by evokers only — does not spawn naturally |
| First Added | Java: 1.11 (16w39a) Bedrock: 1.1.0 |
| Last Major Change | Java: 1.19 — new model and texture Bedrock: 1.19.0 — same visual update |
Appearance
The vex is one of the smallest mobs in the game — a ghostly, winged humanoid figure that floats in the air wielding an iron sword. After the 1.19 update, vexes received a complete model and texture overhaul that replaced their old design with a cleaner, more distinct look. The new model features a small body with a pair of translucent blue wings, a head with glowing eyes, and that ever-present iron sword in their right hand.
When a vex is in its idle state, it appears translucent with a cool blue-white hue. Once it enters attack mode and begins charging at a target, the vex turns red — a handy visual indicator that it is about to ruin your day. The wings animate with a fluttering motion as it hovers, and the overall effect is somewhere between “angry fairy” and “miniature ghost with a weapon.”
Vexes are small enough to fit through any gap that is at least one block wide, but that barely matters since they can phase through solid blocks entirely. Their tiny hitbox makes them annoying to hit with melee weapons, especially when they are swooping around erratically. They emit faint particle effects, particularly when taking damage from their built-in life timer.
Behavior & AI
- Summoning: Vexes are exclusively summoned by evokers. An evoker raises both arms and produces 2-4 vexes per summoning spell. The evoker can summon vexes multiple times during a fight, and there is no hard cap on how many can exist at once — though the life timer keeps things from getting completely out of hand.
- Target Assignment: Vexes attack whatever their summoning evoker is targeting. If the evoker targets you, every vex it has summoned will target you. If the evoker dies, existing vexes continue to attack their last assigned target.
- Attack Pattern: Vexes use a charge-and-retreat pattern. They hover near their summoner, then dart toward the target in a dive, strike with their iron sword, and pull back to regroup. This makes their movement erratic and difficult to predict.
- Phasing Through Blocks: This is the vex’s signature ability. They can pass through any solid block — walls, floors, ceilings, obsidian, bedrock — as if it does not exist. This means no defensive structure in the game can stop them. You cannot wall yourself off from a vex.
- Life Timer: Every vex has a built-in timer. After 30-119 seconds (randomly assigned at spawn), the vex begins taking 1 damage per tick. This rapidly kills them. The game is essentially giving you a clock — survive long enough and the vexes will destroy themselves.
- Idle Behavior: When not attacking, vexes hover within a small radius of their summoning evoker. They drift up and down gently and stay relatively close to their master.
- Persistence: Vexes do not despawn naturally like other hostile mobs. They are removed either by being killed, by their life timer expiring, or when the world is unloaded.
- Water and Lava: Vexes are not affected by water or lava. They fly through both without taking drowning damage or catching fire. Being a ghost has its perks.
- Daylight: Vexes are not affected by sunlight. They do not burn like zombies or skeletons.
Abilities, Attacks & Status Effects
- Melee Attack: Vexes attack with their iron sword. They deal 5 / 9 / 13 damage on Easy / Normal / Hard respectively. The attack occurs during their dive charge, so the timing coincides with the moment they reach the player.
- Block Phasing: Vexes can move through any solid block in the game. This is not a bug or a glitch — it is their core mechanic. They are immune to every form of physical barrier.
- Flight: Vexes fly permanently. They never land and are not affected by gravity. Their movement is fully three-dimensional, which makes them harder to track than ground-based mobs.
- No Status Effects Inflicted: Vexes do not apply any status effects. Their threat comes purely from raw damage, phasing, and being hard to hit.
- Immunities: Vexes are immune to drowning and do not take fall damage (since they fly). They are not immune to fire damage from direct fire sources, but in practice they rarely encounter it.
- Shield Interaction: Shields block vex attacks normally. A shield is one of the most effective tools against vexes since you can block their dive attacks and counter between charges.
- Knockback: Vexes have 0 knockback resistance, so hitting them does push them back. However, since they fly and immediately reorient for another dive, knockback is less useful against them than it is against ground mobs.
Spawning
| Spawn Condition | Details |
|---|---|
| Location | Summoned by evokers — does not spawn naturally anywhere in the world |
| Biomes | Any biome where an evoker is present. Most commonly encountered in woodland mansions and during village raids (wave 5+). |
| Y-Level Range | N/A — spawns at the evoker’s position regardless of Y-level |
| Light Level | N/A — light level has no effect on vex summoning |
| Required Block | None — vexes spawn in the air near the evoker and can immediately phase into any surrounding blocks |
| Group Size | Java: 2-4 per summoning cast Bedrock: 2-4 per summoning cast |
| Weight | N/A — not part of any spawn table; entirely dependent on evoker behavior |
| Edition Differences | Summoning behavior is functionally identical between Java and Bedrock. Evokers in both editions summon 2-4 vexes per cast with the same animation and cooldown. |
Interactions with Environment & Other Mobs
- Evoker Relationship: The vex is completely dependent on the evoker for its existence. It stays near its summoner when idle and attacks whatever the evoker targets. Killing the evoker does not despawn existing vexes — they continue fighting with their assigned target until their life timer expires or they are killed.
- Iron Golems: Vexes will attack iron golems if the evoker targets them, which happens during raids. The golem can hit vexes, but their small size and erratic flight makes this a frustrating matchup for the golem.
- Village Raids: Evokers appear starting at wave 5 in village raids (Java) and wave 5+ in Bedrock raids. Once they start summoning vexes, the difficulty of the raid escalates significantly. Vexes can phase through villager houses and attack villagers directly, bypassing any defensive walls you have built.
- Players in Enclosed Spaces: This is where vexes are most dangerous. In the tight corridors of a woodland mansion, vexes can attack you from any direction — through the floor, through the ceiling, through the walls. There is no safe room when vexes are active.
- Other Hostile Mobs: Vexes do not interact with other hostile mobs and will not attack them. They are single-minded about their assigned target.
- Boats and Minecarts: Vexes cannot be placed in boats or minecarts.
Drops & Loot
| Item | Quantity | Chance | Notes |
|---|---|---|---|
| Nothing | 0 | 100% | Vexes drop no items whatsoever. They do not drop their iron sword, and Looting has no effect. The only reward for killing a vex is the 3 XP and the fact that it is no longer trying to kill you. |
Player Uses & Farming
- XP Source: Each vex drops 3 XP when killed. Since evokers can summon multiple groups of vexes, an evoker fight can yield a decent amount of XP from the vexes alone. However, vexes are not a practical XP farming target due to the effort required to keep an evoker alive and summoning.
- Raid Farm Byproduct: In raid farms, vexes are a common byproduct of evoker waves. Most raid farm designs handle vexes by either letting their life timer expire or funneling them into a kill chamber. Since vexes drop nothing of value, they are more of a nuisance than a resource.
- Combat Practice: Fighting vexes is genuinely good practice for dealing with fast, erratic, flying mobs. If you can reliably hit vexes, you can hit just about anything in the game.
- No Farming Viability: Vexes cannot be farmed for items because they do not drop any. Any “vex farm” would really be an evoker farm, where the evoker is the actual loot source (dropping totems of undying) and the vexes are just collateral.
- Raid Farm Considerations: In Java Edition raid farms, vexes can escape containment by phasing through walls. Many designs account for this by using the vex life timer as the kill mechanic — simply wait 30-120 seconds and the vexes eliminate themselves. Building a chamber large enough to contain their wandering range (around 15 blocks from the evoker) helps keep them from drifting too far.
Commands & NBT
Here are the most useful commands for working with vexes in creative mode or command blocks:
/summon minecraft:vex ~ ~ ~
Summons a basic vex at the player’s position. Note that this vex has no evoker owner, so it will attack the nearest player by default.
/summon minecraft:vex ~ ~2 ~ {LifeTicks:0}
Summons a vex with its life timer set to 0, meaning it will not take the gradual self-damage that naturally summoned vexes do. This vex lives indefinitely (Java Edition only).
/summon minecraft:vex ~ ~ ~ {HandItems:[{id:"minecraft:diamond_sword",Count:1b},{}]}
Summons a vex holding a diamond sword instead of its default iron sword (Java Edition).
LifeTicks: (Java) Integer controlling how long before the vex starts taking self-damage. Set to 0 to make the vex permanent. Naturally summoned vexes have a random value between 600 and 2400 ticks (30-120 seconds).BoundX,BoundY,BoundZ: (Java) Coordinates that define the point the vex hovers around when idle. By default, this is the evoker’s position at the time of summoning.HandItems: (Java) Controls the item the vex holds. Default is an iron sword.
Tags, Gamerules & Datapack Hooks
- Entity Type Tag:
minecraft:raiders— vexes are considered part of the raider group, which means they are affected by the Bad Omen and raid mechanics. - Entity Type Tag:
minecraft:illager_friends— vexes are tagged as friendly to illagers and will not be targeted by other illager mobs (Bedrock). - Loot Table:
minecraft:entities/vex— an empty loot table by default. Custom datapacks can modify this to make vexes drop items. - Gamerule:
doMobLoot— controls whether vexes drop XP. Since they have no item drops, this only affects the experience orbs. - Gamerule:
mobGriefing— does not directly affect vexes since they do not modify blocks, but it does affect the evoker’s fangs attack which is often active in the same fight.
Difficulty & Edition Differences
- Easy / Normal / Hard Damage: Vex melee damage scales with difficulty: 5 (Easy), 9 (Normal), 13 (Hard). On Hard difficulty, three vex hits can kill an unarmored player outright.
- Evoker Summoning Frequency: Evokers summon vexes more aggressively on higher difficulties due to shorter cooldowns between casts. On Hard, you can face overlapping waves of vexes before the first group’s life timer expires.
- Java vs. Bedrock — Model Update: Both editions received the updated vex model and texture in their respective 1.19 updates. The new design is consistent across platforms.
- Java vs. Bedrock — Raid Waves: Evokers (and therefore vexes) appear at wave 5 in Java and wave 5+ in Bedrock raids. The exact composition of raid waves differs slightly between editions.
- Java vs. Bedrock — NBT Control: Java Edition allows full NBT control over vexes via commands, including LifeTicks and BoundX/Y/Z. Bedrock Edition does not support NBT tags in commands, so you cannot create permanent vexes or modify their behavior through commands in Bedrock.
- Life Timer Behavior: The life timer mechanic works identically on both editions. Vexes begin taking 1 damage per tick after their timer expires, dying rapidly.
Sounds & Audio
- Ambient:
entity.vex.ambient— a faint, ghostly whisper that plays intermittently while the vex is idle. It is surprisingly quiet, which means you might not hear a vex until it is already behind you. - Hurt:
entity.vex.hurt— a higher-pitched yelp when the vex takes damage. - Death:
entity.vex.death— a short, fading gasp. - Charge:
entity.vex.charge— the sound of a vex beginning its attack dive. Learning to recognize this audio cue gives you a split-second warning to raise your shield.
History & Major Changes
- Java 1.11 (16w39a): Vex added to the game alongside the evoker and the woodland mansion. Original model was a small, ghostly figure with a different texture.
- Java 1.14 (Village & Pillage): Evokers and vexes now appear in village raids, massively increasing the frequency that players encounter them.
- Java 1.19 (The Wild Update): Complete model and texture overhaul. The vex received a new, cleaner design with more detailed wings and a more distinct silhouette. This was purely visual — no mechanical changes.
- Bedrock 1.1.0: Vex added to Bedrock Edition alongside the evoker and woodland mansion.
- Bedrock 1.10.0: Evokers and vexes added to village raids in Bedrock.
- Bedrock 1.19.0: Updated vex model and texture to match the Java 1.19 redesign.
Notable Bugs & Quirks
- Phasing Escape: Vexes can drift far away from their evoker by phasing through blocks repeatedly. In some cases, vexes can end up dozens of blocks away from the fight, floating inside solid rock or deep underground. They will eventually die from their life timer, but it can look strange when a vex just vanishes into the floor.
- Hitting Through Walls: Because vexes can phase through blocks, they can sometimes hit you from inside a wall before you can see them. This is working as intended, but it feels like a bug the first time it happens.
- Life Timer Inconsistency: The random life timer range (30-120 seconds) means some vexes die almost immediately while others persist for a surprisingly long time. In a group of 4 vexes, you might see one drop in 30 seconds while another sticks around for nearly two minutes.
- Evoker Death Behavior: If an evoker dies mid-summoning animation, the vexes still spawn. The animation is the trigger, not the evoker surviving — so killing an evoker during its cast does not prevent the vexes from appearing.
Advancements / Achievements
- Monster Hunter (Java): Kill any hostile mob — vexes count toward this advancement.
- Monsters Hunted (Java): Kill one of every hostile mob — vexes are required for completion.
- Adventure (Java): Kill any entity or be killed by any entity — fighting a vex contributes to this.
- Monster Hunter (Bedrock): Kill any hostile mob — vexes count.
Spin-offs, Culture & Trivia
- Origin of the Name: “Vex” means to annoy or frustrate. The developers knew exactly what they were doing. This might be the most accurately named mob in the game.
- Allay Connection: The allay, added in 1.19, was widely compared to the vex on release due to their similar size and flight behavior. Jeb confirmed that the allay’s design was intentionally created to mirror the vex as a friendly counterpart. The allay is essentially what a vex would be if it made good life choices.
- Minecraft Dungeons: Vexes appear in Minecraft Dungeons as summoned enemies during evoker encounters, behaving similarly to their main game counterparts.
- Old Model Nostalgia: The pre-1.19 vex model had a somewhat different aesthetic — more angular and less polished. Some players prefer the original design, though the new model is objectively more readable in combat situations.
- Community Reputation: The vex is consistently ranked among the most annoying mobs in the game by the community. Not the hardest, not the scariest — just the most annoying. That block-phasing ability single-handedly earns this ranking.
See Also
- Evoker — the illager that summons vexes
- Allay — the friendly mob with a similar model and flight behavior
- Vindicator — another illager mob found alongside evokers
- Pillager — the crossbow-wielding illager that triggers raids
- Iron Golem — village defender that often fights vexes during raids



