
Fiw Bosses
A data-driven custom boss framework for Forge, NeoForge and Fabric Define multi-phase bosses and minions with configurable abilities entirely through JSON no coding, no restarts.
- Загрузки
- 4K
- Подписчики
- 8
- Обновлён
- 23 июля 2026 г.
- Лицензия
- GPL-3.0-only
Опубликован 11 марта 2026 г.
⚔️ FIW Bosses
Build the boss fight you've always wanted — from a text file.
Phases. Minions. Loot. Dialogue. Custom skins. 50+ abilities. No Java. No restarts. No combat-modding degree required.
The pitch
Vanilla has three bosses. You've beaten all of them.
FIW Bosses hands you the toolkit Mojang didn't: drop a JSON file into config/fiw_bosses/bosses/, run /boss reload, and a fully custom encounter is live on your world — changing tactics as its health drops, summoning minions, taunting your players, and dropping exactly the loot you decide.
It isn't one hardcoded boss bolted onto the game. It's a framework: HP-threshold phases, per-phase ability loadouts, custom minions with their own AI, pre-fight and pre-death dialogue, custom skins, hot reload — one config schema that behaves the same on every loader and version it supports.
🧩 Both-sides mod. Install the matching jar on the server and every client that joins it.

Sixty seconds to your first boss
config/fiw_bosses/bosses/storm_caller.json
{
"id": "storm_caller",
"displayName": "&b&lStorm Caller",
"health": 500,
"speed": 0.28,
"phases": [
{
"hpThresholdPercent": 1.0,
"abilities": [
{ "type": "chain_lightning", "cooldownTicks": 120, "params": { "bounces": 5, "damage": 10 } },
{ "type": "beam", "cooldownTicks": 180, "params": { "damage": 4 } }
]
}
]
}
/boss reload
/boss spawn storm_caller
That's the whole loop. Tweak the file, reload, fight again — no restart, ever.
What you can build
🔥 Phase-based fights — every boss can rewrite its own rules as it bleeds. Each phase changes speed, damage, equipment, the minion pool, transition messages, sounds, particles, and its entire ability set.
🧠 Eight movement styles — hit_and_run, guard_point, phase_walk, hover, sniper, berserk, plus classic strafing or plain vanilla pathing. Your sniper kites; your berserker hunts.
👥 Custom minions — true FIW minions with skins, gear, abilities, AI modes and loot, or plain vanilla mobs for quick summons. Minions can escort the boss, hold a position, or fight on their own.
🎭 Disguises — keep full FIW logic but render a boss or minion as any vanilla or modded mob with renderEntity, or use a real player skin. Your "zombie" can cast meteors.
💬 Fight flow & dialogue — start a boss dormant and invulnerable until a player right-clicks it; play pre-fight lines, then begin. Hold it at 1 HP for last words before it falls. Every chat message is optional — silent bosses are one omitted param away.
🛡️ Damage protection — per-boss, per-phase, and per-minion damage multipliers keyed by weapon item, damage type, or category. Tame the overpowered mace/spear ("minecraft:mace": 0.2), resist potions ("magic": 0.3), or grant true immunities ("fall": 0) — made for servers with custom weapons.
⚔️ Factions — allied bosses and minions never turn on each other and their AoE can't hurt allies, with per-entity switches (damageFactionAllies, targetFactionAllies, damageOwnGroup) when you want infighting.
🌊 Water & lava handling — no more river cheese: bosses can chase players into water (canSwim), never drown, sink and fight underwater (floats: false), swim faster, ignore currents, and shrug off lava (fireImmune).
🎲 Loot ranges — roll random drop amounts with minCount/maxCount (10–120 diamonds at 50% chance); big rolls split into stacks automatically.
♻️ Hot reload & persistence — /boss reload re-reads everything live, deleted configs are removed from the world, and a boss's phase survives server restarts.
50+ abilities, mixed and matched
Abilities are small, tunable attack modules. Stack them on a phase, set cooldowns, tune the params, and a moveset is born.
| Ability | What it does |
|---|---|
domain |
Seals players in a sphere with its own attack set |
phantom_dash |
Wall-clipping zigzag dashes that snap to safe ground |
rift_cleave |
Tears a delayed damaging line through the floor |
fear_burst |
Warden-style soul burst: Darkness, Weakness, knockback |
mirror_image |
Particle decoys, invisibility, position swaps |
wither_crown |
Orbiting wither skulls that fire one by one |
last_breath |
Low-HP channel — fail to interrupt it and eat a soul blast |
rewind |
Records position + health and snaps back when low |
second_wind |
One-shot auto-revive that negates a fatal blow |
adaptation |
Grows resistant to whatever's been hurting it most |
blink_strike |
Telegraphs a target, blinks in, and punishes nearby players |
curse_bomb |
Delayed player bombs that force the group to spread out |
soul_tether |
Chains players to the boss and punishes broken tethers |
wind_charge |
Mace-style jump-slam, no self fall damage, damage fully config-driven regardless of what's equipped |
…and dozens more — slams, beams, meteors, orbital strikes, tornadoes, sonic booms, judgment marks, divine executions, summons, heals, shields, and ultimates. The full list and every parameter live in the documentation.
Supported versions
| Loader | Minecraft | Java |
|---|---|---|
| Fabric | 1.21.11 | 21 |
| NeoForge | 1.21.11 | 21 |
| Fabric | 1.21.8 | 21 |
| NeoForge | 1.21.8 | 21 |
| Fabric | 1.21.1 | 21 |
| NeoForge | 1.21.1 | 21 |
| Fabric | 1.20.1 | 17 |
| Forge | 1.20.1 | 17 |
Fabric builds need Fabric API. One boss file behaves the same on all eight targets.
Optional: Fiw Custom Items — when present, equipment and loot can reference its items by toolId; when absent, those entries are skipped and nothing breaks.
Commands
/boss needs op level 2; /boss reload needs op level 3.
/boss spawn <id> [x y z] [count] /boss list /boss kill <id> | all
/boss minion spawn <id> [count] /boss minion list /boss minion kill <id> | all
/boss reload
📖 Documentation · 🐛 Report a bug · GPL-3.0
Made by Fi3w0 for SMP-style custom fights — shared for anyone who wants stronger bosses without building a combat mod from scratch.
Ченджлог
1.1.3Релиз1.20.1 · 23 июля 2026 г.
[1.1.3]
Added
wind_chargeboss/minion ability — leaps toward the target and slams down on landing (no fall damage to the boss itself). This is a fully custom, config-driven mace-style jump-slam:damage,radius,knockback,launchPower,jumpPower,horizontalSpeed,minRange/maxRange, and an optionalfallDamagePerBlock(capped bymaxFallBonus) for a vanilla-flavored fall-scaling bonus — entirely independent of whatever is actually equipped. A boss can visibly wield aminecraft:maceand still hit for 1 damage here, or the reverse. SeeBOSS_CONFIG_DOCS.mdfor the full param table.- Note on real maces: equipping
"minecraft:mace"inequipment.mainHandalready gives any boss/minion the authentic vanilla smash-attack mechanic for free (mobs holding a mace get it automatically, same as players) — no new code was needed for that.wind_chargeis the separate, tunable alternative; the two can be combined or used independently. - On 1.20.1 (pre-1.21, no mace item or Gust particles),
wind_chargebehaves identically — jump/slam/knockback are entirely our own code — with period-appropriate particles/sounds.
Fixed
/boss minion spawnused to reject any minion definition with a non-"custom"baseEntity("uses a vanilla base entity — spawn it via a boss with summon_minions"), even though the identical definition worked fine when dropped in thebosses/folder and spawned with/boss spawn. Vanilla-base minions can now be spawned directly by command — the same stat/equipment-override logicsummon_minionsalready used is now shared by the command path.- Damage protection (
protectionmaps) is now applied before adaptation tracking records the hit, so fully-blocked damage is never recorded and partial protection is reflected in what adaptation actually resists.
Notes
- All features are available on every supported version and loader (1.21.11, 1.21.8, 1.21.1, 1.20.1 — Fabric, NeoForge, Forge).
1.1.3Релиз1.20.1 · 23 июля 2026 г.
[1.1.3]
Added
wind_chargeboss/minion ability — leaps toward the target and slams down on landing (no fall damage to the boss itself). This is a fully custom, config-driven mace-style jump-slam:damage,radius,knockback,launchPower,jumpPower,horizontalSpeed,minRange/maxRange, and an optionalfallDamagePerBlock(capped bymaxFallBonus) for a vanilla-flavored fall-scaling bonus — entirely independent of whatever is actually equipped. A boss can visibly wield aminecraft:maceand still hit for 1 damage here, or the reverse. SeeBOSS_CONFIG_DOCS.mdfor the full param table.- Note on real maces: equipping
"minecraft:mace"inequipment.mainHandalready gives any boss/minion the authentic vanilla smash-attack mechanic for free (mobs holding a mace get it automatically, same as players) — no new code was needed for that.wind_chargeis the separate, tunable alternative; the two can be combined or used independently. - On 1.20.1 (pre-1.21, no mace item or Gust particles),
wind_chargebehaves identically — jump/slam/knockback are entirely our own code — with period-appropriate particles/sounds.
Fixed
/boss minion spawnused to reject any minion definition with a non-"custom"baseEntity("uses a vanilla base entity — spawn it via a boss with summon_minions"), even though the identical definition worked fine when dropped in thebosses/folder and spawned with/boss spawn. Vanilla-base minions can now be spawned directly by command — the same stat/equipment-override logicsummon_minionsalready used is now shared by the command path.- Damage protection (
protectionmaps) is now applied before adaptation tracking records the hit, so fully-blocked damage is never recorded and partial protection is reflected in what adaptation actually resists.
Notes
- All features are available on every supported version and loader (1.21.11, 1.21.8, 1.21.1, 1.20.1 — Fabric, NeoForge, Forge).
1.1.3Релиз1.21.1 · 23 июля 2026 г.
[1.1.3]
Added
wind_chargeboss/minion ability — leaps toward the target and slams down on landing (no fall damage to the boss itself). This is a fully custom, config-driven mace-style jump-slam:damage,radius,knockback,launchPower,jumpPower,horizontalSpeed,minRange/maxRange, and an optionalfallDamagePerBlock(capped bymaxFallBonus) for a vanilla-flavored fall-scaling bonus — entirely independent of whatever is actually equipped. A boss can visibly wield aminecraft:maceand still hit for 1 damage here, or the reverse. SeeBOSS_CONFIG_DOCS.mdfor the full param table.- Note on real maces: equipping
"minecraft:mace"inequipment.mainHandalready gives any boss/minion the authentic vanilla smash-attack mechanic for free (mobs holding a mace get it automatically, same as players) — no new code was needed for that.wind_chargeis the separate, tunable alternative; the two can be combined or used independently. - On 1.20.1 (pre-1.21, no mace item or Gust particles),
wind_chargebehaves identically — jump/slam/knockback are entirely our own code — with period-appropriate particles/sounds.
Fixed
/boss minion spawnused to reject any minion definition with a non-"custom"baseEntity("uses a vanilla base entity — spawn it via a boss with summon_minions"), even though the identical definition worked fine when dropped in thebosses/folder and spawned with/boss spawn. Vanilla-base minions can now be spawned directly by command — the same stat/equipment-override logicsummon_minionsalready used is now shared by the command path.- Damage protection (
protectionmaps) is now applied before adaptation tracking records the hit, so fully-blocked damage is never recorded and partial protection is reflected in what adaptation actually resists.
Notes
- All features are available on every supported version and loader (1.21.11, 1.21.8, 1.21.1, 1.20.1 — Fabric, NeoForge, Forge).
1.1.3Релиз1.21.1 · 23 июля 2026 г.
[1.1.3]
Added
wind_chargeboss/minion ability — leaps toward the target and slams down on landing (no fall damage to the boss itself). This is a fully custom, config-driven mace-style jump-slam:damage,radius,knockback,launchPower,jumpPower,horizontalSpeed,minRange/maxRange, and an optionalfallDamagePerBlock(capped bymaxFallBonus) for a vanilla-flavored fall-scaling bonus — entirely independent of whatever is actually equipped. A boss can visibly wield aminecraft:maceand still hit for 1 damage here, or the reverse. SeeBOSS_CONFIG_DOCS.mdfor the full param table.- Note on real maces: equipping
"minecraft:mace"inequipment.mainHandalready gives any boss/minion the authentic vanilla smash-attack mechanic for free (mobs holding a mace get it automatically, same as players) — no new code was needed for that.wind_chargeis the separate, tunable alternative; the two can be combined or used independently. - On 1.20.1 (pre-1.21, no mace item or Gust particles),
wind_chargebehaves identically — jump/slam/knockback are entirely our own code — with period-appropriate particles/sounds.
Fixed
/boss minion spawnused to reject any minion definition with a non-"custom"baseEntity("uses a vanilla base entity — spawn it via a boss with summon_minions"), even though the identical definition worked fine when dropped in thebosses/folder and spawned with/boss spawn. Vanilla-base minions can now be spawned directly by command — the same stat/equipment-override logicsummon_minionsalready used is now shared by the command path.- Damage protection (
protectionmaps) is now applied before adaptation tracking records the hit, so fully-blocked damage is never recorded and partial protection is reflected in what adaptation actually resists.
Notes
- All features are available on every supported version and loader (1.21.11, 1.21.8, 1.21.1, 1.20.1 — Fabric, NeoForge, Forge).
1.1.3Релиз1.21.8 · 23 июля 2026 г.
[1.1.3]
Added
wind_chargeboss/minion ability — leaps toward the target and slams down on landing (no fall damage to the boss itself). This is a fully custom, config-driven mace-style jump-slam:damage,radius,knockback,launchPower,jumpPower,horizontalSpeed,minRange/maxRange, and an optionalfallDamagePerBlock(capped bymaxFallBonus) for a vanilla-flavored fall-scaling bonus — entirely independent of whatever is actually equipped. A boss can visibly wield aminecraft:maceand still hit for 1 damage here, or the reverse. SeeBOSS_CONFIG_DOCS.mdfor the full param table.- Note on real maces: equipping
"minecraft:mace"inequipment.mainHandalready gives any boss/minion the authentic vanilla smash-attack mechanic for free (mobs holding a mace get it automatically, same as players) — no new code was needed for that.wind_chargeis the separate, tunable alternative; the two can be combined or used independently. - On 1.20.1 (pre-1.21, no mace item or Gust particles),
wind_chargebehaves identically — jump/slam/knockback are entirely our own code — with period-appropriate particles/sounds.
Fixed
/boss minion spawnused to reject any minion definition with a non-"custom"baseEntity("uses a vanilla base entity — spawn it via a boss with summon_minions"), even though the identical definition worked fine when dropped in thebosses/folder and spawned with/boss spawn. Vanilla-base minions can now be spawned directly by command — the same stat/equipment-override logicsummon_minionsalready used is now shared by the command path.- Damage protection (
protectionmaps) is now applied before adaptation tracking records the hit, so fully-blocked damage is never recorded and partial protection is reflected in what adaptation actually resists.
Notes
- All features are available on every supported version and loader (1.21.11, 1.21.8, 1.21.1, 1.20.1 — Fabric, NeoForge, Forge).
1.1.3Релиз1.21.8 · 23 июля 2026 г.
[1.1.3]
Added
wind_chargeboss/minion ability — leaps toward the target and slams down on landing (no fall damage to the boss itself). This is a fully custom, config-driven mace-style jump-slam:damage,radius,knockback,launchPower,jumpPower,horizontalSpeed,minRange/maxRange, and an optionalfallDamagePerBlock(capped bymaxFallBonus) for a vanilla-flavored fall-scaling bonus — entirely independent of whatever is actually equipped. A boss can visibly wield aminecraft:maceand still hit for 1 damage here, or the reverse. SeeBOSS_CONFIG_DOCS.mdfor the full param table.- Note on real maces: equipping
"minecraft:mace"inequipment.mainHandalready gives any boss/minion the authentic vanilla smash-attack mechanic for free (mobs holding a mace get it automatically, same as players) — no new code was needed for that.wind_chargeis the separate, tunable alternative; the two can be combined or used independently. - On 1.20.1 (pre-1.21, no mace item or Gust particles),
wind_chargebehaves identically — jump/slam/knockback are entirely our own code — with period-appropriate particles/sounds.
Fixed
/boss minion spawnused to reject any minion definition with a non-"custom"baseEntity("uses a vanilla base entity — spawn it via a boss with summon_minions"), even though the identical definition worked fine when dropped in thebosses/folder and spawned with/boss spawn. Vanilla-base minions can now be spawned directly by command — the same stat/equipment-override logicsummon_minionsalready used is now shared by the command path.- Damage protection (
protectionmaps) is now applied before adaptation tracking records the hit, so fully-blocked damage is never recorded and partial protection is reflected in what adaptation actually resists.
Notes
- All features are available on every supported version and loader (1.21.11, 1.21.8, 1.21.1, 1.20.1 — Fabric, NeoForge, Forge).
1.1.3Релиз1.21.11 · 23 июля 2026 г.
[1.1.3]
Added
wind_chargeboss/minion ability — leaps toward the target and slams down on landing (no fall damage to the boss itself). This is a fully custom, config-driven mace-style jump-slam:damage,radius,knockback,launchPower,jumpPower,horizontalSpeed,minRange/maxRange, and an optionalfallDamagePerBlock(capped bymaxFallBonus) for a vanilla-flavored fall-scaling bonus — entirely independent of whatever is actually equipped. A boss can visibly wield aminecraft:maceand still hit for 1 damage here, or the reverse. SeeBOSS_CONFIG_DOCS.mdfor the full param table.- Note on real maces: equipping
"minecraft:mace"inequipment.mainHandalready gives any boss/minion the authentic vanilla smash-attack mechanic for free (mobs holding a mace get it automatically, same as players) — no new code was needed for that.wind_chargeis the separate, tunable alternative; the two can be combined or used independently. - On 1.20.1 (pre-1.21, no mace item or Gust particles),
wind_chargebehaves identically — jump/slam/knockback are entirely our own code — with period-appropriate particles/sounds.
Fixed
/boss minion spawnused to reject any minion definition with a non-"custom"baseEntity("uses a vanilla base entity — spawn it via a boss with summon_minions"), even though the identical definition worked fine when dropped in thebosses/folder and spawned with/boss spawn. Vanilla-base minions can now be spawned directly by command — the same stat/equipment-override logicsummon_minionsalready used is now shared by the command path.- Damage protection (
protectionmaps) is now applied before adaptation tracking records the hit, so fully-blocked damage is never recorded and partial protection is reflected in what adaptation actually resists.
Notes
- All features are available on every supported version and loader (1.21.11, 1.21.8, 1.21.1, 1.20.1 — Fabric, NeoForge, Forge).
1.1.3Релиз1.21.11 · 23 июля 2026 г.
[1.1.3]
Added
wind_chargeboss/minion ability — leaps toward the target and slams down on landing (no fall damage to the boss itself). This is a fully custom, config-driven mace-style jump-slam:damage,radius,knockback,launchPower,jumpPower,horizontalSpeed,minRange/maxRange, and an optionalfallDamagePerBlock(capped bymaxFallBonus) for a vanilla-flavored fall-scaling bonus — entirely independent of whatever is actually equipped. A boss can visibly wield aminecraft:maceand still hit for 1 damage here, or the reverse. SeeBOSS_CONFIG_DOCS.mdfor the full param table.- Note on real maces: equipping
"minecraft:mace"inequipment.mainHandalready gives any boss/minion the authentic vanilla smash-attack mechanic for free (mobs holding a mace get it automatically, same as players) — no new code was needed for that.wind_chargeis the separate, tunable alternative; the two can be combined or used independently. - On 1.20.1 (pre-1.21, no mace item or Gust particles),
wind_chargebehaves identically — jump/slam/knockback are entirely our own code — with period-appropriate particles/sounds.
Fixed
/boss minion spawnused to reject any minion definition with a non-"custom"baseEntity("uses a vanilla base entity — spawn it via a boss with summon_minions"), even though the identical definition worked fine when dropped in thebosses/folder and spawned with/boss spawn. Vanilla-base minions can now be spawned directly by command — the same stat/equipment-override logicsummon_minionsalready used is now shared by the command path.- Damage protection (
protectionmaps) is now applied before adaptation tracking records the hit, so fully-blocked damage is never recorded and partial protection is reflected in what adaptation actually resists.
Notes
- All features are available on every supported version and loader (1.21.11, 1.21.8, 1.21.1, 1.20.1 — Fabric, NeoForge, Forge).
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