Seared Spirit
| Seared Spirit | |
|---|---|
![]() | |
| Mod | Born in Chaos |
| Type | Hostile |
| Health | 50 ♥×25 |
| Attack damage | 10 |
| Armor | 3 |
| Speed | 0.23 |
| Follow range | 16 |
| Knockback resist. | 0.3 |
| Size | 0.8 × 3 blocks |
| XP dropped | 20 |
| Fire immune | Yes |
| Spawns in | 2 biomes |
| Category | Monster |
| ID | born_in_chaos_v1:seared_spirit |
The Seared Spirit is a hostile mob added by Born in Chaos. It is a melee monster with 50 health (25 hearts) and 10 attack damage (5 hearts), and its hits set most targets on fire. It spawns only in the Overworld, in the plains and sunflower plains biomes, in low light. It is one of the pack's horror threats on the surface at night, appearing in and around open plains and plains villages rather than in caves or structures.
Spawning
Seared Spirits are natural spawns in two biomes: Plains and Sunflower Plains. Each has a spawn weight of 5, and each spawn event produces a single mob (minimum and maximum group size are both 1). It does not spawn in any other biome.
Its spawn position must also pass a custom check:
- If the block above the spawn point can see the sky, the light level at the spawn point must be 4 or lower. Under a roof with no sky access, the light level must be 0.
- The spawn point's biome must belong to the vanilla
village_plainsstructure tag. Deep dark and mushroom fields are excluded explicitly.
In practice, the mob appears on the surface after dark in plains and plains villages, and in dim, sheltered spots such as under a roof with no light sources. It does not spawn in daylight in open plains because the light there is too high.
The persistent variant described under Seared Spirit has no natural spawn entry.
| Biome | Mod | Weight | Group | Category | Biome share |
|---|---|---|---|---|---|
| Plains | Minecraft | 5 | 1–1 | monster | 2.53% |
| Sunflower Plains | Minecraft | 5 | 1–1 | monster | 0.18% |
Behavior
The Seared Spirit is a Monster built on the vanilla melee AI. Its combat stats are:
- Health: 50 (25 hearts). Armor: 3.
- Melee damage: 10 (5 hearts). Attack knockback: 2.
- Movement speed: 0.23, with a follow range of 16 blocks and 0.3 knockback resistance.
It attacks with a melee goal at speed multiplier 1.0 when it is within about 1.5 blocks of a target and has line of sight to it. The normal variant chooses its targets as follows:
- It targets the nearest Player in range.
- It retaliates against whatever last damaged it.
- Otherwise it wanders, avoids water while strolling, and looks around at random.
It does not target other mobs or animals.
Fire
Each melee hit that the Seared Spirit lands on a player, monster or other mob sets the target on fire for 3 seconds, unless the target is blocking with a shield. A raised shield therefore prevents the ignition, though not the 10 damage of the hit itself. The burning adds damage over the 3 seconds on top of each hit, which makes fire the main cost of fighting this mob.
Immunities and weaknesses
The Seared Spirit is immune to fire and lava damage, and it cannot drown. Fire, lava and drowning damage do not reduce its health.
It is hurt by water. While it is in water, in rain, or inside a bubble column, it takes 1 damage per tick. Invulnerability frames after each hit limit how often that damage lands, but a rainy or wet environment still wears it down steadily.
When it takes damage, it has a 50% chance to release three lava particles. This has no gameplay effect.
Death
It plays its death sound and is removed about one second after death. It drops 20 experience points.
Drops
Both variants share one loot table, except that the persistent variant always drops its Flaming Evil Pumpkin. The counts are:
Charcoal: 2–4, always dropped.
Flaming Evil Pumpkin: 0–1 for the normal variant, exactly 1 for the persistent variant.
Ethereal Spirit and
Fire Light Dust: the loot table makes one or two rolls on a pool of Ethereal Spirit (weight 80) and Fire Light Dust (weight 100). Each roll yields either 1 Ethereal Spirit or 2–3 Fire Light Dust, so the result varies from death to death.
Ethereal Spirit is required for the mod's charms, which is the main reason to kill the mob.
Seared Spirit
| Item | Amount | Conditions |
|---|---|---|
Charcoal | x2.0-4.0 | |
Flaming Evil Pumpkin | x0.0-1.0 | |
Ethereal Spirit | x1.0-1.0 | |
Fire Light Dust | x2.0-3.0 |
Variants
There are two Seared Spirit entities, each with its own spawn egg.
Seared Spirit (normal)
This is the mob described on this page. It can despawn like any other monster, and its target order puts players first.
Seared Spirit (persistent)
The persistent variant matches the normal variant in stats, drops and attacks, with three differences:
- It never despawns through distance and is marked to persist, so it stays in the world once it exists.
- It retaliates against whatever last damaged it before it looks for players.
- It always drops one Flaming Evil Pumpkin instead of 0–1.
Both variants have a spawn egg:
Seared Spirit Spawn Egg for the normal mob, and a second Seared Spirit Spawn Egg for the persistent one.
| Mob | Health | Damage | Armor | Speed | Size | Type |
|---|---|---|---|---|---|---|
| Seared Spirit | 50.0 | 10.0 | 3.0 | 0.23 | 0.8×3 | Hostile |
| Seared Spirit (persistent) | 50.0 | 10.0 | 3.0 | 0.23 | 0.8×3 | Hostile |
Transformation into Infernal Spirit
The advancement "Infernal Medicine" names a transformation: a Seared Spirit can be turned into an Infernal Spirit using a Transmuting Elixir. The Infernal Spirit is a separate mob with its own page.
Fear Nightfall changes
The pack limited Born in Chaos's 41 spawn modifiers to the Overworld, so Born in Chaos mobs no longer spawn in the Nether or End. The Seared Spirit's biomes are Overworld biomes, so this does not change where it spawns. The pack also halved spawn weights for Born in Chaos mobs to reduce crowding of vanilla monsters, which lowers how often the mob appears in its biomes.
Tips
- Keep a shield up when it closes in. The shield does not stop the damage of a hit, but it stops the 3-second ignition that follows.
- Do not rely on fire or lava to damage it, because it is immune to both. Water, rain and bubble columns are the effective hazards against it.
- Use a reach weapon or a bow when you can. Its attack reaches only about 1.5 blocks, so keeping your distance avoids most of its melee attacks.
- If you catch fire from one of its hits, water extinguishes the burning.
