The hostile mobs you meet most, the bosses and the animals worth knowing, with health, where they spawn, what they drop and how to handle each. Health is in hearts (1 heart = 2 points).
In the Overworld, hostile mobs spawn where block light is 0: on the surface at night, and in caves at any time. Lighting your home and mines with torches stops almost all of it. Zombies and skeletons burn in morning sunlight unless they are in shade or wearing a helmet.
Overworld hostile mobs
Zombie
Health
10
Drops
Rotten flesh, sometimes iron
How to handle
Slow and easy alone; watch out for groups
Skeleton
Health
10
Drops
Bones, arrows
How to handle
Shoots from range; close in from behind cover, or use a shield
Creeper
Health
10
Drops
Gunpowder
How to handle
Walks up quietly and explodes; back off at the hiss, hit and step back
Spider
Health
8
Drops
String, spider eye
How to handle
Climbs walls; harmless in daylight unless provoked
Enderman
Health
20
Drops
Ender pearl
How to handle
Don't look it in the eye; if angry, stand under a 2-block-high roof or in water
Witch
Health
13
Drops
Potions, glowstone, redstone
How to handle
Throws poison; shoot from range
Slime
Health
0.5 to 8
Drops
Slimeballs
How to handle
Splits into smaller ones; lives in swamps and some underground chunks
Drowned
Health
10
Drops
Copper, sometimes a trident
How to handle
An underwater zombie; some throw tridents
Phantom
Health
10
Drops
Phantom membrane
How to handle
Comes after 3 nights without sleep; sleeping makes them stop
Pillager
Health
12
Drops
Arrows, crossbow
How to handle
Come in groups from outposts and in village raids
Ravager
Health
50
Drops
Saddle
How to handle
Comes with raids; block its charge with a shield
Breeze
Health
15
Drops
Breeze rod
How to handle
Lives in Trial Chambers, shoots wind charges and jumps around
In the Nether
Ghast
Health
5
Drops
Ghast tear, gunpowder
How to handle
Fires fireballs; hit them back with a sword or your hand
Blaze
Health
10
Drops
Blaze rod
How to handle
In Nether fortresses; wear Fire Protection, snowballs hurt them
Piglin
Health
8
Drops
Gold
How to handle
Wear at least one gold armour piece and they leave you alone; toss gold to barter
Hoglin
Health
20
Drops
Raw pork, leather
How to handle
Hits hard; afraid of warped fungus
Wither Skeleton
Health
10
Drops
Coal, rarely a wither skull
How to handle
In Nether fortresses; hits cause Wither; use Looting for skulls
Magma Cube
Health
0.5 to 8
Drops
Magma cream
How to handle
Like slimes, fireproof
In the End
Shulker
Health
15
Drops
Shulker shell
How to handle
In End Cities; its shots make you float, so carry milk
Endermite
Health
4
Drops
Nothing
How to handle
Sometimes appears when you throw an ender pearl
Bosses
Ender Dragon
Health
100
Where
The End
Worth knowing
Destroy the crystals on the pillars first (bow), mind the endermen; drops lots of XP and your way home
Wither
Health
150 (300 on Bedrock)
Where
You build it: 4 soul sand and 3 wither skulls
Worth knowing
Blows up everything nearby; fight deep underground or in the End; drops a Nether Star for a beacon
Warden
Health
250
Where
Ancient Cities in the Deep Dark
Worth knowing
Blind but hears everything, hits very hard. Don't fight it: sneak (hold Shift) and throw snowballs to lure it away
Elder Guardian
Health
40
Where
Ocean monuments
Worth knowing
Slows your mining (drink milk); drops wet sponges
Animals worth knowing
Cow: leather and milk (use an empty bucket on it). Milk clears every effect.
Sheep: wool for beds; shears give more wool than hitting.
Chicken: feathers for arrows, eggs.
Pig: food; ride it with a saddle and a carrot on a stick.
Wolf: give it bones until hearts appear and it becomes your fighting dog.
Cat: lives in villages; feed raw fish to tame it. Creepers and phantoms avoid cats.
Horse: ride with a saddle, much faster than walking.
Panda: lives in Bamboo Jungles. Feed bamboo to breed them; each has a personality: lazy, playful, aggressive and more.
Villager: trades for emeralds; its job comes from the workstation next to it.
Iron Golem: protects the village; hit one and the villagers stop liking you.