Base variables

/cmi spawnmob [type] ([amount]) ([location]) (sp:[range]) (ps:[data]) (ps2:[data])

[type] – defines entity type with possible additional variables, which are explained below.

[amount] – amount of entities you want to spawn in. Additionally, format as q:[amount] can be used.

[location] – where you want to spawn in the entity. Defined in regular location format like LT_Craft;46.62;-59.7;-1.7;-67.49;25.49, which can be retrieved from /cmi pos command as an example, last two numbers defining pitch and yaw are optional. Additionally, in case you want to spawn a mob at a specific player’s location, you can use l: variable. For example, l:Zrips, which will spawn mob at Zrips location if he is online.

sp:[range] – defines the spread of entities in range. If you are spawning in multiple entities, you might want to set a defined spread range to distribute those more evenly and not bunch them all in one single block. For example, sp:5.

ps:[data] – defines passenger of the original entity. This on itself can contain the same type of data as the base entity.

ps2:[data] – same as the previous one, except that this one will try to add the entity to the second vehicle slot if possible. The most common use case would be with boats.

Simple command example: /cmi spawnmob skeleton_horse 5 LT_Craft;46;-59;-1 ps:skeleton sp:10 which will spawn in 5 skeleton horses with 5 skeletons as their riders at the defined location and spread out in a range of 10 blocks.

Common entity data

Command example: /cmi spawnmob skeleton_horse:baby:hp-50n-{#brown}Death_Bringer:s-3

glow – enables entities to glow.

n-[name] – defines entities visible name. For example, n-{#pink}My_Little_Ponny, if you want to insert spaces in the name then use single _ and in case you want to use actual underscore in the name, then use double like __

effect-[data] – potion effects to be applied to the entity. [name]/[InSeconds]/[level] for example effect-speed/6666/2 multiple effects can be defined like this effect-speed/6666/2-fire_resistance/6669/1

s-[amount] – entities speed, this is an alternative option for effect command if you want to increase entities speed in a simpler way.

hp-[amount] – entities hp between 1 and 2048, if not defined, then the default entities hp will be used.

pickup – defines entities as able to pick up items from the ground.

nopickup – defines entities as unable to pick up items from the ground.

immortal – makes entity immortal.

invisible – makes entity invisible.

nograv – disables gravity for entity. This will make entities floating, but at the same time, unable to move. Has no effect on entities that can fly.

baby – spawns in the baby version of the entity, if possible. This will soft lock the entity in a baby stage which then technically will never grow up.

adult – spawns in the adult version of the entity, if possible. Keep in mind that not defining adult or baby might result in a random outcome

dumb – spawns the entity without AI. This will disable the entity’s movement or interactions with other entities or players.

expire-[time] – defines the time (in seconds) before the entity gets automatically removed. This is limited to 20 minutes max (1200 seconds). Entities spawned with this command will be removed on server restart even if the timer has not run out yet.

notpersistent – spawned entities will be removed on server restart or chunk unload

t-[playerName] – sets entities target to the defined online player. This will make entities attack the defined player at the moment they spawn in.

upwards – spawns in an upside-down entity. This option isn’t compatible with a custom entity name.

Armor items

helmet-[material] – item in helmet slot. This can be either any material or a player’s head defined as head:[name]. For example, helmet-head:Zrips

chest-[material] – item in the chest plate slot.

legs-[material] – item in the legs slot.

boots-[material] – item in the boots slot.

mhand-[material] – item in the main hand.

ohand-[material] – item in the off-hand.

Class dependent entity data

tamed – spawn in the entity which is tamed if the entity is tamable.

saddle – adds a saddle to the entity if they can have one (like horses, pigs, llama and so on).

chest – adds a chest to the entity if they can have one. This is for mule-, and donkey-type entities.

angry – spawns in an aggravated entity. Mainly for wolves and bees.

bounce – defines if a projectile should bounce off when it hits something.

Entity type dependent data


screaming – sets the goat to the screaming state.

Primed TNT

incendiary – sets the primedtnt to the incendiary type.


charge – sets the creeper’s charged state.

Armor stand

noplate – removes the plate from the armor stand.

arms – enables the arms for the armor stand.

noarms – disables the arms for the armor stand.

small – sets the armor stand to the small size.

Mushroom cow

brown – sets the mushroom cow to the brown state.


Professions: armorer,  butcher, cartographer, cleric, farmer, fisherman, fletcher, leatherworker, librarian, mason, nitwit, shepherd, toolsmith, weaponsmith.
Type: desert, jungle, plains, savanna, snow, swamp, taiga
Example: villager:butcher:jungle:3 which will spawn butcher villager with jungle type and level 3.

Experience orbs

Providing integer number will set how much exp the player gets by picking it up. For example, experience_orb:50


Providing an integer number will set the timer when the TNT explodes. The time is in seconds and can be fractional. For example, primed_tnt:5 which will spawn tnt, which will explode after 5 seconds.


Types: red, siamese, wild, or black.


Types: which can be: black, blue, brown, cyan, gray, green, light_blue, light_gray, lime, magenta, orange, pink, purple, red, white, yellow, or rainbow.


Types: white, black, chestnut, creamy, darkbrown, or gray.


Providing a number will define the slime’s size. The default is: 3. For example, slime:5

Magma cube

Providing a number will define the magma cube’s size. The default is: 3. For example, magma_cube:5


Types: brown, creamy, gray, or white.


Types: blue, cyan, gray, green, or red.


Types: aggressive, brown, lazy, normal, playful, weak, or worried.

This entity can take two variables at the same time. For example, panda:lazy-worried which defines the main gene and hidden one, respectively.


Types: all_black, black, british_shorthair, calico, jellie, persian, ragdoll, red, siamese, tabby, or white.


Types: snow.


Types: blue, cyan, gold, lucy, or wild.


Types: acacia, bamboo, birch, cherry, dark_oak, jungle, mangrove, oak, or spruce.

Bamboo has no boat type, it will spawn as a raft.


/cmi spawnmob [type] ([amount]) ([location]) (sp:[range]) (ps:[data]) (ps2:[data])


cmi.command.spawnmob – Spawns entity at your location


This feature has no placeholders.