It Takes a Pillage Mod Guide: New Illagers, Structures & the Clay Golem
It Takes a Pillage expands the Pillager civilization with three new illager types, two dangerous structures, nighttime village sieges, and the craftable Clay Golem. From Archer snipers to shield-wielding Legioners guarding massive Bastille fortresses, this mod transforms Pillagers from a minor nuisance into a genuine threat worth preparing for.
Overview
It Takes a Pillage is a combat and exploration mod that dramatically expands the Pillager faction in Minecraft. The mod adds three new illager mob types, each with distinct combat behavior, and introduces two new structures where they've established permanent outposts. Villages also face a new threat in the form of nighttime Pillage Sieges, where groups of illagers spontaneously attack settled areas.
On the defensive side, the mod introduces the Clay Golem, a weaker but more accessible alternative to the Iron Golem that naturally replaces some Iron Golem spawns in villages. You can also build Clay Golems yourself using Clay Blocks and a Pumpkin. Two new items round out the mod: the
Ravager Horn, which triggers the Bad Omen effect on demand, and the Bastille Blues
Music Disc. You can browse all items the mod adds using the Items tab on this page.
Getting Started
- 1
Gear Up Before Exploring
The new illagers added by this mod are tougher than standard Pillagers. Before heading out to find their structures, make sure you have at least Iron-tier armor and weapons. A Shield is strongly recommended, as Archers will snipe you from a distance and Skirmishers rush in with Iron Swords.
- 2
Locate a Pillager Camp
Pillager Camps are smaller structures that generate in the Overworld on relatively flat terrain. They contain a mix of Pillagers, Skirmishers, Archers, Vindicators, Evokers, and occasionally a Ravager. You'll also find imprisoned Villagers, Wandering Traders, and Clay Golems that can be freed. Livestock pens with Pigs, Sheep, Chickens, Horses, and Donkeys are scattered around the camp.
- 3
Build a Clay Golem
Clay Golems use the same building pattern as Iron Golems: a T-shape of blocks with a Pumpkin on top. Instead of Iron Blocks, use Clay Blocks. Place three Clay Blocks in a row, one Clay Block on top of the center, then place a Carved Pumpkin or Jack o'Lantern on the very top. The Clay Golem will spawn immediately and defend the area.
- 4
Prepare for Raids and Sieges
The mod adds Archers, Skirmishers, and Legioners to vanilla Raid waves, making Raids significantly harder. Legioners don't appear until wave 4 and become more numerous in later waves. Additionally, Pillage Sieges can now occur at night near villages with a 10% chance, spawning 4 to 9 illagers from the surrounding darkness. Fortify your villages with walls and extra Golems to survive.
- 5
Tackle the Bastille
The Bastille is the mod's endgame structure, a large Pillager fortress heavily guarded by Legioners. Bring Diamond or Netherite gear, plenty of food, and a Shield. Legioners carry Shields themselves and can block your arrows, so be prepared for close-quarters melee fights. Clear the Bastille methodically room by room, and watch for captive Villagers and Clay Golems you can rescue along the way.
New Illager Mobs
It Takes a Pillage adds three new illager types that appear in structures, Raids, and Pillage Sieges. Each fills a distinct combat role, and together they make encounters with the Pillager faction far more dangerous than vanilla.
Archer
The Archer is a ranged illager that wields a Bow instead of the Crossbow used by standard Pillagers. With 24 HP (12 hearts), 5.0 base attack damage, and a movement speed of 0.36, they're about as durable as a regular Pillager but have an impressive follow range of 40 blocks, meaning they'll spot and start shooting at you from much farther away than most hostile mobs. Archers appear in Pillager Camps, Bastilles, Raids (starting at wave 2 with 2 spawning, scaling up to 4 in wave 8), and Pillage Sieges.
Skirmisher
The Skirmisher is a melee illager armed with an Iron Sword. They have 24 HP (12 hearts), 5.0 attack damage, and the same 0.36 movement speed as the Archer. What makes Skirmishers particularly dangerous is their ability to break down doors on Normal and Hard difficulty, similar to Zombies during a Zombie Siege. During Raids, they can also ride Ravagers, gaining the reach advantage of the Ravager's wider hitbox. Skirmishers appear in Raids starting at wave 4 and show up in both Pillager Camps and Pillage Sieges.
Legioner
The Legioner is the mod's elite illager and the most dangerous new mob. Equipped with an Iron Axe and a Shield, the Legioner has 40 HP (20 hearts), 6.5 attack damage, 6.0 armor points, and a slightly slower movement speed of 0.275. Their defining feature is active Shield use: when a player draws a Bow or charges a Crossbow, the Legioner detects this and raises its Shield to block incoming projectiles. The Shield has a warmup period of 3 to 5 ticks and a stagger cooldown of 15 to 39 ticks after lowering. You can disable their Shield by hitting it with an Axe, which puts it on a 60-tick (3-second) cooldown, just like disabling a player's Shield. Legioners are the primary defenders of the Bastille and appear in Raids starting at wave 5.
Don't waste arrows on Legioners. They'll block most ranged attacks with their Shield. Instead, close the distance and hit their Shield with an Axe to disable it for 3 seconds, then follow up with your strongest melee strikes while they're exposed.
Illager Mob Comparison
| Archer | Skirmisher | Legioner | |
|---|---|---|---|
| Health | 24 (12 hearts) | 24 (12 hearts) | 40 (20 hearts) |
| Attack Damage | 5.0 | 5.0 | 6.5 |
| Armor | 0 | 0 | 6.0 |
| Movement Speed | 0.36 | 0.36 | 0.275 |
| Follow Range | 40 blocks | 16 blocks | 24 blocks |
| Weapon | Bow | Iron Sword | Iron Axe + Shield |
| Special Ability | Long-range sniping | Breaks doors | Blocks arrows |
| First Raid Wave | Wave 2 | Wave 4 | Wave 5 |
Structures
Pillager Camps
Pillager Camps are medium-sized structures that generate on flat terrain throughout the Overworld. They serve as forward outposts for the Pillager civilization and contain a diverse roster of enemies. The mob roster draws from a weighted list: standard Pillagers (weight 15), Skirmishers (12), Archers (8), Vindicators (5), Evokers (3), and rarely a Ravager (1). This means you'll encounter mostly Pillagers and Skirmishers, with Evokers and Ravagers being rare but dangerous surprises.
Camps also feature prisoner cages holding captive Villagers (weight 4), Wandering Traders (3), and Clay Golems (3). Freeing these prisoners can give you allies for the fight, as the Clay Golems will immediately begin attacking nearby illagers. Livestock pens contain Chickens, Sheep, Pigs, Horses, and Donkeys.
Bastille
The Bastille is the mod's premier structure, a large, imposing Pillager fortress that represents the most challenging combat encounter the mod offers. Unlike Pillager Camps, the Bastille's garrison is heavily weighted toward Legioners (weight 15), with Skirmishers (12), Archers (8), standard Pillagers (7), Vindicators (5), Evokers (4), and the occasional Ravager (1) rounding out the defenders. This means the majority of enemies you'll face are shield-wielding Legioners with 40 HP and 6 armor.
The Bastille holds captive mobs as well: Wandering Traders (weight 5), Clay Golems (3), and Villagers (2). The Bastille Blues
Music Disc can be found as loot within the structure.
The Bastille is not a structure you should attempt in early game. Legioners have as much health as an Iron Golem, wear armor, and actively block projectiles. Bring Diamond or Netherite equipment, plenty of Golden Apples, and consider bringing your own Iron or Clay Golems as backup.
The Clay Golem
The Clay Golem is a new utility mob that functions as a budget version of the Iron Golem. It has 40 HP (20 hearts), which is less than half of the Iron Golem's 100 HP, but it deals the same 8.0 attack damage per hit. The Clay Golem has 0.28 movement speed (slightly slower than Iron Golems) and a high knockback resistance of 0.8, making it hard to push around despite its lower health.
To build a Clay Golem, use the same T-shaped pattern as an Iron Golem but with Clay Blocks instead of Iron Blocks. Place a bottom row of three Clay Blocks, one Clay Block on top of the center, and a Carved Pumpkin or Jack o'Lantern on the very top. Clay Golems can be repaired by right-clicking them with Clay Balls, which restores 10 HP per use. They also show cracking textures as they take damage, similar to Iron Golems.
Clay Golems naturally replace some village Iron Golem spawns based on difficulty. By default, the replacement rate is 0% on Peaceful, 20% on Easy, 50% on Normal, and 100% on Hard. This means on Hard difficulty, villages will never spawn Iron Golems naturally; they'll all be Clay Golems instead. This makes village defense more challenging on higher difficulties and gives players a reason to build additional Iron Golems manually.
Clay Golem vs Iron Golem
| Health | 40 vs 100 HP |
| Attack Damage | 8.0 vs 8.0 (identical) |
| Movement Speed | 0.28 vs 0.25 |
| Knockback Resistance | 0.8 vs 1.0 |
| Build Material | Clay Blocks vs Iron Blocks |
| Repair Item | Clay Ball vs Iron Ingot |
Raids and Pillage Sieges
Enhanced Raids
The mod integrates its new illagers directly into vanilla Raid waves. Archers first appear in wave 2 with 2 spawning, scaling up to 4 in wave 8. Skirmishers join at wave 4 with 2, appearing in waves 6 and 7 with 1 each, and 2 again in wave 8. Legioners are the latest addition, first appearing in wave 5 with 2, then 2 more in wave 7 and 3 in wave 8. These additions make later Raid waves substantially more difficult, especially waves 7 and 8 where you'll face Legioners, Archers, and Skirmishers all at once alongside the usual Ravagers, Evokers, and Witches.
Pillage Sieges
Pillage Sieges are a new nighttime event similar to the vanilla Zombie Siege mechanic. Each night, there's a 10% chance that a siege will trigger near any village in the Overworld. When it occurs, 4 to 9 illagers spawn in a ring about 32 blocks from the nearest player. The siege mob pool includes Pillagers (weight 8), Skirmishers (6), Archers (6), Legioners (4), and Vindicators (3). Some siege participants may spawn wearing Ominous Banners. A raid horn sound plays to alert the player when a siege begins.
Unlike Raids, Pillage Sieges don't require the Bad Omen effect to trigger. They happen automatically near villages at night, making them an ongoing threat that players need to prepare for through fortification and golem placement.
New Items
Ravager Horn
The
Ravager Horn is a unique instrument item that functions similarly to a Goat Horn but with a special effect: using it applies the Bad Omen effect to the player. Each use increments the Bad Omen level by 1, up to a maximum of level 5 (amplifier 4). This lets you deliberately trigger Raids at any level you choose. The Horn has a use duration of 140 ticks (7 seconds) and a sound range of 256 blocks. It has a max stack size of 1 and 1 durability, meaning it breaks after a single use. Bad Omen is applied only when the game rule disableRaids is false.
Bastille Blues Music Disc
Bastille Blues is a new
Music Disc added by the mod with Rare rarity. It plays the mod's original soundtrack composed specifically for the Bastille experience. The disc has a play length of approximately 3,968 ticks (about 3 minutes and 18 seconds). It can be found as loot within the Bastille structure.
By default, this mod prevents Milk from removing the Bad Omen effect. This is controlled by the "Milk Removes Bad Omen" config option, which is set to false by default. If you want the vanilla behavior where Milk clears Bad Omen, you'll need to enable this in the mod's configuration.
Configuration Options
It Takes a Pillage provides a configuration screen accessible from the Mods menu in-game, as well as a config file for server-side settings. These options let you fine-tune how much the mod affects your world.
The Replace Iron Golems toggle controls whether naturally spawning Iron Golems in villages are replaced by Clay Golems. When enabled, each difficulty level has its own replacement rate: Peaceful 0%, Easy 20%, Normal 50%, and Hard 100%. You can adjust each percentage individually from 0 to 100. Setting the master toggle to false disables all replacement regardless of difficulty rates.
The Milk Removes Bad Omen option (default: false) determines whether drinking Milk will clear the Bad Omen effect. By default, the mod prevents Milk from removing Bad Omen, which means once you get it from a Pillager Captain or a
Ravager Horn, you'll keep it until it expires naturally or you trigger a Raid.
The Enable Pillage Sieges option (default: true) controls whether the nighttime Pillage Siege event can occur. Disable this if you find the random nightly attacks too aggressive for your playstyle.
Mod Compatibility
It Takes a Pillage has built-in integration with several biome mods. Structures from this mod will generate properly in biomes added by Biomes O'Plenty, Oh The Biomes You'll Go, and Terralith. This means you'll encounter Pillager Camps and Bastilles throughout modded biomes, not just vanilla ones. The mod requires no other dependencies and works standalone on Forge for Minecraft 1.20.1.
Frequently Asked Questions
How do I build a Clay Golem?
Use the same T-shaped pattern as an Iron Golem, but with Clay Blocks instead of Iron Blocks. Place three Clay Blocks in a row, one Clay Block on top of the center block, and a Carved Pumpkin or Jack o'Lantern on the very top. The golem spawns immediately when the Pumpkin is placed.
How do I repair a Clay Golem?
Right-click the Clay Golem with a Clay Ball. Each Clay Ball restores 10 HP. Since Clay Golems only have 40 HP total, it takes at most 4 Clay Balls to fully heal one from critical damage.
Why can't I remove Bad Omen with Milk?
By default, It Takes a Pillage prevents Milk from clearing Bad Omen. This is an intentional design choice. To restore the vanilla behavior, open the mod's config and set "Milk Removes Bad Omen" to true.
Why are my village Iron Golems being replaced by Clay Golems?
The mod replaces naturally spawning Iron Golems with Clay Golems at rates that increase with difficulty: 0% on Peaceful, 20% on Easy, 50% on Normal, and 100% on Hard. You can adjust these rates or disable the feature entirely in the mod's configuration. Manually built Iron Golems (placed by players) are never replaced.
How do I beat a Legioner?
Legioners actively block arrows with their Shield, so ranged attacks are ineffective. Use an Axe to disable their Shield (3-second cooldown), then quickly deal damage while they're exposed. They have 40 HP and 6 armor, so you'll need a strong weapon. Alternatively, use splash Potions or TNT, which bypass Shields entirely.
What is a Pillage Siege?
A Pillage Siege is a nighttime event with a 10% chance of occurring each night near any village. Unlike Raids, it does not require Bad Omen. 4 to 9 illagers spawn about 32 blocks from the nearest player and attack the village. You can disable this feature in the mod config by setting "Enable Pillage Sieges" to false.