Ender Dragon
Boss · Native to Voxel Hell
This article is about the creature. For the region, see Voxel Hell.
Ender Dragon is a boss creature found in Voxel Hell. It has 9,500 hitpoints and hits for up to 120, placing it among the ten most dangerous creatures in the game (#8 of 511).
It drops Dragon Scale and 5 other items, and yields 3,600 experience and 4,200 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.
Combat statistics
- HIT POINTS
- 9,500
- DAMAGE
- 120
- DPS
- ~171
- SPEED
- 13 / 28.6
- EXPERIENCE
- 3,600
- COINS
- 4,200
At 0.7 seconds a swing for 120, sustained contact costs roughly 171 health per second. The charge multiplier takes it from 13 to 28.6 while closing.
Behaviour
- Charges
- Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
- Flying
- Stays airborne. Ground-hugging melee arcs and traps miss entirely.
- Boss
- Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Dragon Scale | 6 | Always | Material |
| Glow Obsidian | 8 | Always | Material |
| Dragon Breath Staff | 1 | Common · 80% | Weapon |
| Ender Dragon Helm | 1 | Always | Armour |
| Dragon-Scale Plate | 1 | Common · 70% | Armour |
| Dragon Greaves | 1 | Common · 70% | Armour |
Coins and experience are awarded separately and are not part of the drop table.
Location
Ender Dragon spawns inside Voxel Hell, a region of radius 10.5 centred on -18, 34. It occupies slot 5 of 6 on that spawn table, and being a unique boss it clears only 0.2% of rolls — and only when no other instance is alive. It shares the table with 6 other creatures.
Others on this spawn table
- Blocky Zombie 100 HP
- Blocky Skeleton 90 HP
- Creeper 80 HP
- Enderman 300 HP
- The Warden 8,000 HP
- Block Golem 260 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Ground traps and low melee arcs miss. Bring ranged or a reaching weapon.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 120 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.