How can we improve the existing moving creatures of Minecraft? Show us your coolest fantasy creatures. We are very interested in ideas that are unique and not just lists of mobs - spamming lists of animal names is spam and violates our posting guidelines. Be sure to check the Previously Considered Suggestion page (no sharks, MINECON Vote rejected monsters) before you post!

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New Dragons

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    Há algum tempo que queria dar uma explicação mais detalhada sobre esta ideia. Devido ao limite de caracteres da publicação original, tive de a resumir bastante e não consegui incluir todos os detalhes que gostaria.

     

    Gostaria também de esclarecer que não tinha conhecimento de que ideias semelhantes já haviam sido publicadas no site. Todos os conceitos aqui apresentados — incluindo nomes, locais e dragões — foram criados inteiramente por mim, sem a intenção de copiar o trabalho de ninguém. Quando, posteriormente, pesquisei e encontrei sugestões semelhantes, percebi que foi mera coincidência.

     

    Na verdade, fiquei contente ao ver que três das ideias relacionadas a esse conceito estão atualmente marcadas como "Em Análise". Para mim, isso sugere que o conceito central tem um grande potencial, mesmo que outros já tenham publicado ideias semelhantes antes.

     

    Se você concorda que esta seria uma adição valiosa a essas propostas, sinta-se à vontade para apoiá-la.

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    The first dragon, the Red Dragon, would be a classic medieval-style dragon: scaled, with four legs, horns, and the ability to breathe fire. Visually, it would resemble a traditional fantasy fire dragon.

     

    This addition would slightly expand the game’s progression toward completing it, while still allowing speedrunning to remain possible.

     

    To craft Eyes of Ender, players would now need items representing four elements, each dropped by a different elemental dragon. However, reaching each dragon would not be excessively difficult.

     

    To locate the Red Dragon’s lair or structure, players would barter gold with Piglins. In exchange, Piglins could provide either a map or a compass that points toward the dragon’s location. The player would then follow this direction, find the lair, defeat the dragon, and obtain the Fire Element item required for progression.

     

    For clarification, I was not aware that a “Red Dragon” suggestion already existed on the site when I first created this concept. My idea was not influenced by any existing post. Instead, it was inspired by the early “Red Dragon” that was once considered for Minecraft during its early development but was later scrapped. I thought it would be interesting to reintroduce the concept as a Nether-based fire dragon.

     

    Please consider checking out the related suggestion as well.

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    Two dragons would inhabit the Overworld: Behemoth (Earth Dragon) and Leviathan (Water Dragon), each generating in a unique cave or structure. Players could obtain maps through villager trading or generated structures, leading directly to their domains.

     

    Leviathan’s map would point to an abyssal cave deep beneath the ocean, marked on the surface by a darker water patch. The cave would be extremely deep and dark. Leviathan would be a massive blue sea serpent with bioluminescent details, capable of launching powerful damaging water jets. Defeating it would grant the Water Element item required for progression.

     

    Behemoth would be found in a large volcanic region dominated by what seems to be a mountain — actually a volcano. Inside lies a prehistoric volcanic cave filled with ancient vegetation and creatures. At its center stands Behemoth: a creature combining prehistoric and earthy traits, with a Sniffer-like face, long sauropod neck, powerful body with wide elephant-like feet, basalt formations along its back extending into a long tail ending in a massive basalt club, and warm beige, rough, elephant-like skin. Defeating it would grant the Earth Element item.

     

    Regarding originality: while a Water Dragon suggestion exists, this version of Behemoth does not. Both dragons were conceptually inspired by a currently popular cave-themed mod, not any specific Feedback post. The goal is to expand similar themes in a complementary, not derivative, way.

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    The final dragon represents the Air element and currently has no official name. It would be found in a dimension called the Skylands. Access requires Golden Beans obtained through Piglin bartering; after planting the bean in the Overworld and using Glowstone Dust, it rapidly grows into a massive stalk reaching extreme heights, and at full growth a portal opens at the top. Climbing it transports the player to the Skylands — a wind-themed dimension of floating islands and vast open skies.

     

    There, players trade with neutral bipedal mobs called Sheepmans, humanoid sheep with subtle angelic traits, to obtain a map leading to the Wind Dragon. At its structure, players encounter a predominantly cyan, Chinese-inspired dragon with baby-blue scales, pale underbelly, subtle golden accents, and cloud-like features around its eyebrows and beard. It has no visible wings, moving like a serpent swimming through the air. Its main attack is powerful wind gusts that deal low direct damage but strongly knock players back, risking falls into the void, making the fight focused on positioning and movement control. Defeating it grants the final Wind Element item required for progression.

     

    Regarding originality: I later learned a “Skylands” suggestion exists but was unaware when creating this. Inspiration came from early scrapped Minecraft Skylands concepts and classic dragon media. The intent is to reinterpret the idea within this elemental dragon progression system, not replicate existing suggestions.

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    Each dragon encounter would follow a traditional boss battle structure. Although more challenging than standard mobs, the intention is that players should still be able to complete the game using iron armor and within a relatively short playtime (including speedrun scenarios).

     

    Each dragon would have a distinct combat pattern:

     

    Red Dragon: Focused on aerial movement and fire-based ranged attacks, frequently flying overhead while launching fire projectiles.

     

    Air Dragon: Highly mobile, moving fluidly through the air without wings. It may occasionally dive toward the void and then resurface, creating brief windows of vulnerability where players can deal damage.

     

    Behemoth (Earth Dragon): Designed around heavy, seismic-based attacks. It would stomp to create shockwaves, strike with its basalt club tail, and launch magma projectiles. This fight would emphasize ground control and positioning.

     

     

    Overall, these battles would revolve around dodging attacks, recognizing patterns, and striking during specific vulnerability phases.

     

    The Ender Dragon would remain the most powerful and imposing of all five, serving as the ultimate challenge.

     

    Additionally, similar to the current Ender Dragon fight, each dragon would have its own arena containing regeneration towers powered by End Crystals. Players would be able to respawn each dragon by placing four End Crystals on its respective altar, maintaining consistency with existing game mechanics.

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    After obtaining all four elemental items, players could combine them around an Ender Pearl to craft a new Eye of Ender. This Eye would lead to a fully reimagined Stronghold, expanded in size and featuring more complex challenges.

    The End Portal would remain structurally similar, but once activated, it would transport the player to a redesigned End dimension.

    In this version, the Ender Dragon encounter would be significantly reworked. The dragon would be larger, with a darker skeletal-like appearance, glowing purple eyes, and a pulsating purple core in its chest as its only vulnerable point. The fight would emphasize timing, positioning, and pattern recognition, requiring players to dodge attacks and strike during specific vulnerability phases.

    The regeneration towers would also be visually redesigned to resemble ancient ruins rather than simple obsidian pillars. Upon defeating the Ender Dragon, players would obtain the Dragon Egg as usual and return to the Overworld through a redesigned exit portal.

    While visually inspired by classic dragon fantasy themes, this concept serves as a reinterpretation of the End dimension within the broader elemental dragon progression system described above.

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    Each dragon would drop a hatchable egg upon defeat. Once hatched and fully matured, it would become a tameable and mountable companion. These versions would not match their boss forms; they would be slightly smaller, more approachable, and visually softer. For example, the End Dragon would resemble a more classic and less skeletal version. This ensures that the iconic boss design is not discarded. Instead, each boss would represent a powerful “queen” or possibly a corrupted variant, while the hatched dragon would reflect the natural and true form of the species.

    Dragons would be considered extinct within the Minecraft world, which could explain the fossils found in both the Nether and the Overworld. The boss dragons would be rare queen variants, and hatching their eggs would restore the species.

    Each egg would require unique conditions to hatch: Fire (Red) in lava; Water submerged in dark water; Air at extreme altitude above the clouds; Earth (Behemoth) buried under natural earth blocks; and End through a unique End-related mechanic.

    When ridden, each dragon would grant abilities: Red — flight and fire breath; Water — fast movement across water and water jets; Earth — walking on lava, magma projectiles, and area stomp attacks; Air — flight, wind gusts, and limited Redstone interaction through air pressure; End — flight and a Dragon’s Breath-style attack.

    Additional eggs could be obtained by respawning and defeating the dragons again, similar to the existing Ender Dragon mechanic.

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    Even with the addition of flying mounts, this would not make Elytra obsolete. Elytra combined with fireworks would remain a faster method of aerial travel than riding dragons. This does not mean dragons would be slow, but rather slightly less efficient in raw speed compared to Elytra, preserving balance and progression.