Description
-----Summary-----
Make your world just a bit more lively with Skarrier Mobs! Every creature this mod adds, big or small, has a unique mechanic or two tied to it, to better integrate into the game and provide an unexpected value or a worthy challenge! Some mobs only spawn if a certain conditions are met, like the Wither being defeated or Sniffer being discovered, and some have Alpha variants that have higher stats plus some unexpected upgrades in their abilities!
The mod is in early beta stage. Expect bugs being fixed and lots of new content added!
-----Requirements-----
This mod requires Geckolib.
-----Contents-----
Mobs:

Breacher
Amongst the strongest creatures one can face on their first night firmly stands Breacher. An undead battering ram of a beast, it possesses an enormous reach and knockback, its attacks destroy weaker blocks at its front and blocking the hit with a shield will disable the latter for 4 seconds. But despair not, for Breacher can only attack once in every 3 full seconds! Plenty of time to deal damage... Or run away in terror! Just be mindful of your cover and try not to stand too clost to the walls...

Dragger
A powerful early-game mob: Dragger, a humanoid arachnid! Its long limbs give it a slight edge when it comes to reach, but its main feature is a special web snare attack that disrupts movement and, well, does the thing in the mob's name. I won't recommend pillaring up against hordes of mobs when Dragger is around.

Wrought
Be wary of the deepslate caverns: some of its denizens will see your trespassing as a challenge to a duel.
The Deepslate knight lizard, the twinblade brute! Wroughts are large and slow, but they wear their 120 HP with pride, and their claws inflict catastrophic blows, briefly disabling the player's shield and dealing a whopping 24 damage! The shield-like left arm of a Whought is frequently used to block ALL incoming damage for a brief time! Avoid waiting for the shield to go down by standing right in front of it however, or you're gonna be met with a powerful shield bash! Wrough can block only 4 times in a row. After fourth block, it will go on a randomized cooldown. Slaying this beast in early game may prove a challenge, but the scales it drops can be used to craft a new powerful mid-game alloy of great durability!

Bowlder
In the wake of the Wither's fall, a forgotten kin of the Blaze has re-emerged in the depths of the Overworld's caves. Bowlder is a formidable foe, fast and powerful; striking its opponents in close combat with large stone pillars in various combinations, inflicting a stacking Armor Crumbling debuff that reduces both Armor and Armor Toughness, and sending the unfortunate target flying. Defeating a Bowlder isn't an easy task even with advanced gear, for it has a 60% damage reduction and is completely immune to arrows! But there's a trick one could use: using a Pickaxe to fight Bowlder will bypass its damage reduction, giving you a much needed upper hand!

Tunnel Gore
Inside the tunnels too smooth to be natural, the walls are covered with the strange deepslate harboring ores of unusual yeild. Be swift as you collect them, for in the depths of the caves, you are not the only one digging.
In the deepest parts of the caves dwells Tunnel Gore, the source of the haunting sounds of the caverns, ever watchful of the tunnel it resides in. If one finds themselves in one of those tunnels, adorned with ores normal and rich, they must heed the warnings and the signs: the unnaturally dark deepslate, the cracking of the stone, the familiar underground sounds now feeling closer, and the two glowing dots at the furthest end of the cave. Should you mine too much in these tunnels or stay in there for too long, the darkness itself will come after you. Your only hope is to escape the tunnel in time.
This monstrosity is capable of crushing any block the player can get their hands on... Except netherite. Upon charging into the netherite block, an otherwise impervious Tunnel Gore will hurt itself and go back to its invulnerable lair. Make it charge into the netherite block 3 times, and the rewards of its lair will be yours!

Rager, Sorcerer and Carnager - the pillager trio!
Ragers are a new breed of Illager war beasts. Small, fast and skittish, they have low HP and deal miniscule damage... Until they taste blood. Upon hitting the Villager, this mob will enrage, becoming both faster and stronger, which, coupled with their numbers in raids, can pose a threat! Despite their hunting abilities, Ragers, however, understand that they don't stand a chance against mighty Iron Golems, fleeing from them in fear. Despite not being a good fighters, Ragers, if ignored, will speed and flee their way into achieving their main task - silently and efficiently cutting down the village's inhabitants. Don't let them do that.
Sorcerer, however, poses more significant danger. This new type of Illager wizard will buff its allies in a large zone with one of 3 buffs: rapid healing, Speed or Strength. Get rid of the Sorcerer as fast as possible, but be mindful of its wizarding might: in close combat, Sorcerer, not being a fan of fair fights, will push you away with a gust of wind, letting his subordinates finish the job.
Carnager - A walking arsenal of the Illagers, an ultimate siege weapon! After the Player has defeated the Wither, the Illagers used its remains to discover some new techniques of monster creation, thus making a Carnager. This mountain of muscle plows through villages in a heartbeat, especially when supported by the pillager forces. A battering arm capable of destroying blocks and dealing monstrous damage, wild swinging strikes to dice every foe on its path, an occasional spawner on the shoulder summoning Ragers and a Totem of Undying strapped to Carnagers bulk, allowing a revive... All of that supported by one of the two Illager mages, - Evoker or Sorcerer, - riding the colossus in combat! Truly a marvel of a warbeast! Proud Biologers even claim that this monstrosity is capable of slaying a mighty Warden... Nobody has ever witnessed such an event, but seeing this rampaging engine of living carnage shaking entire villages to their foundations seems to be more than enough.

Serene - A grounded cousin of Allay! This spiritual mob can be uncommonly seen in Birch forests, and finding it is well worth it. Upon detecting a player nearby, Serene will grant them 5 minutes of Tranquility effect, which reduces the aggro range of all hostile mobs in a large area around the player! After giving the effect, the Serene will enter a 5-minute cooldown.
But that's not all! If you drop a Heart of the Sea near the Serene and step back, the mob will turn it into a new item for you - a Heart of Tranquility!

Carniflore - the thickets of the Jungles and the depths of Lush caves are overgrowing with danger! Despite being a realtively small mob, Carniflore will always announce its presence by growing multiple Flore Heads, up to 6 at a time, to attack its prey. Flore Heads can attack its target with rapid bites or charge a shot of poisonous globs. As long as Flore Heads are alive, Carniflore will take way less damage, so destroy the heads first! Don't forget about the body: it can bite as well!
Upon killing 4 of Carniflore's heads in a row, the mob will enter a cooldown and won't be able to spawn more heads, giving the player a window to attack.
Do not underestimate Carniflore, for its strength grows with its heads, quickly turning into an overwhelming force if allowed to accumulate all 6!

Zombiflore - a regular Zombie overgrown with a Carniflore growth. It creates less heads and its head growing process is easier to exhaust than its bigger cousin, but it can move around! Encountered in Jungles and Lush caves.

Slither - These tiny leech-like critters infest the lands of the Swamps and especially Mangrove swamps, in which they spawn in large groups. They quickly swarm their prey, and might prove harder to kill than it seems, for they quickly regenerate their health after every bite they take!

Slither Matriarch - The queen of Slithers, this big mob resides in Mangrove swamps exclusively. Inbetween its attacks, it may call for aid from regular Slithers. Just like its subordinates, Matriarch regenerates its health on landing a bite, but also buffs itself and all summoned Slithers nearby with a Strength effect.

Blare - An enigmatic dweller of Dripstone caves, this mob begins screaming as soon as it spots its prey. Its scream is so powerful it shakes dripstone off from the cave's ceiling, impaling anything unlucky enough to stand right below! If the target is close enough, the Blare's scream will push them up and away: be wary of landing straight on pointed dripstone! The Blare rarely drops its horn that, upon usage, will briefly stun the mobs nearby, and, if used near Warden, will stun it for way longer and deal a big damage to it!

Dangle - Beware the bamboo! Dangle, despite being a large arthropod, blends well into the surroundings of Bamboo jungles, and will never pass an opportunity to snatch a player-sized snack with its long pincer!

Quake - a large and slow inhabitant of the Deserts. Quake is not very quick on its feet, but whatever fights it must very well be: by slamming one of its legs on the ground, Quake uses its namesake to attack everything around itself! Should you hunt this mighty beast, you'll be rewarded with its extremely heavy bones. But hunting is not the only way: by feeding this mob some cactus, one can temporarily tame and ride it, granting the access to the powerful quake attack which will come very handy against hordes of mobs!

Eater - This burrowing mob can be encountered right in-between the surface and the deepslate level. Eaters are invincible while digging, and one must let them close enough to see them emerge. Upon death, Eaters drop various ores, being a battle-focused alternative to mining. If killed in Dripstone caves biome, Eaters even have a 5% chance to drop a Sniffer egg!

Gorger - The defeat of the Wither shook the world to the core, awakening these huge burrowers! Gorgers behave in a similar manner as Eaters, being their post-wither counterpart, but also possess a ranged acid burst attack that inflicts Poison. Upon death, Gorgers drop more valuable ores and a Corrosive Bile item, which, if applied on any Ore, will yield multiple pieces of a respective smelted material. Ancient debris are affected as well!
Krill - The oceans are filled with these pesky crustaceans. Spawning in packs of 3-6, Krill will follow any boat and try to swarm the player. Upon being krilled, this mob will drop Raw krill, an item restoring good amount of saturation for being a raw food. Raw krill can also be fed to Dolphins, which will give you Dolphin's Grace II for 15 seconds in return!

Trawler - Despite having no eyes, this massive post-Wither predator of the Badlands easily spots its prey! After picking a target, Trawler will open its mouth and charge shortly after, damaging mobs on its path and, upon reaching its prey, biting it for huge damage. This bulky beast is very durable, taking 50% less damage from all sources. The weakness only reveals itself when Trawler opens its mouth while attacking. But Trawler has another weakness: when charging, it gobbles up everyhting... Including primed TNT! The consequence of such a meal will be... bombastic!

Stone Golem - In the world, a myserious stone circles can be found, with centerpieces being rather strange, looking like some incomplete statue... Should one mine this centerpiece with a pickaxe several times, the initial construct will reveal itself, and become your pal! Stone Golem follows the player around and gives Stone Affinity effect, greatly increasing the use speed of any Stone tool, making finding it at the beginning of the game well worth it!

Snap - While taking a walk across the Desert, remember to always look where you step! A tiny feelers of the patient Snaps, sticking out of the sand, are barely visible, but should one stumble over them, they will find themselves inbetween the pair of strong jaws packing a bigger punch than this frail creature has any right to have!





