This project will go on to explain the most rarest, and most powerful, supernatural creatures that exist. (They're mainly listed here because of how rare they are. Not how powerful they are. And the powers listed are only some of what they have) Blazes: Elemental creatures that utilize fire as their primary weapon. They can fly. They can breathe fire, have pyrokinesis, can shoot volleys of small fire charges, and wield rods that are made of pure, solidified fire. Like the Endermen, Blazes are weak to water, as they will burn and perish when exposed to it. Their rods are the only thing that can provide fuel to brew potions, and they can be used as fuel for furnaces, welders, heaters, anything that uses heat or fire. Breezes: Elemental creatures that utilize wind as their primary weapon. Like blazes, they can fly. They can summon powerful gusts of wind, have aerokinesis, shoot high powered wind charges and wield rods that are made of pure, solidified air. They are completely immune to ranged attacks, as they use a tornado like shield to deflect them. Only melee attacks will hurt these creatures. They also have very high jumps, and their rods are used to create one of the most powerful weapons in existence; the mace. And they can be used for air conditioning units. Brines: Elemental creatures that utilize water as their primary weapon. Luckily, they can't fly, which makes fighting them easier. They can breathe underwater, have hydrokinesis, shoot extremely powerful water charges, and wield rods made out of pure, solidified water (And no I don't mean ice lol). They can also stand on water too. They are weak to electricity too. Their rods are mainly used for creating infinite amounts of water (for plumbing and stuff), and for creating prismarine weapons. Bores: Elemental creatures that utilize earth as their primary weapon. Like Brines, Bores can't fly either. They can dig tunnels under the ground, have geokinesis, shoot dangerous earth charges, and wield rods that are made of pure, solidified earth. They are completely immune to melee and ranged attacks, making them extremely hard to beat. However, they can be damaged by a mace or a pickaxe. They also have crazy super strength. Their rods are used to make high durability tools for creating stuff. Blizzards: Elemental creatures that utilize ice and snow as their primary weapon. Again, like brines and bores, blizzards can't fly. They can summon powerful snowstorms, have cryokinesis, shoot freezing ice charges, and wield rods that are made of pure, solidified ice. They have an extremely cold aura that will slowly freeze one over the longer they are within a 10 foot radius of the blizzard. They are also weak to fire and heat. Their rods are used to make cryogenic machines that will preserve food and other things, and even keep away infections. Bolts: Elemental creatures that utilize lightning and electricity as their primary weapon. Like Blazes and Breezes, Bolts can fly. They can teleport, have electrokinesis, shoot high voltage lightning charges, and wield rods that are made of pure, solidified lightning. They have crazy super speed as well. They also cannot be touched at all, otherwise the one touching the bolt will be 3l3ctrocuted. Only copper swords can hurt them. And like Breezes, Bolts can't be harmed by ranged attacks. Their rods are used as electric generators, batteries, and as power sources for machines. Elder Guardians: Large underwater dwelling monsters that reside in ocean monuments. They have retractable spikes almost all over, including their wrists. Their primary weapon is their ability to shoot laser beams from their one eye. However, they have access to a supernatural spell that allows them to curse others that get within 10 feet of them with a curse that induces fatigue, which causes one to become extremely tired and weakened. Wither Skeletons: Undead creatures that reside in nether fortresses. They wield sword made of netherite and are immune to fire. If this supernatural creature strikes someone, they'll curse them with a supernatural spell called wither, which causes creatures and objects to slowly decay and decompose. This curse is capable of k1lling others, even other undead (tho it'll only be temporary for undead), so one should be careful. Mummies: Undead creatures that have an array of supernatural powers. They have the ability to curse others with a curse that induces hunger when they attack someone. These creatures are not to be underestimated. Phantoms: Undead creatures that have the powers of both vampires and ghosts. They have the resemblance of dragon-like creatures, and only appear when one hasn't slept for 3 days. The longer one goes without sleeping, the more phantoms will appear. One phantom appears for every day that one goes without sleeping. If one manages to finally sleep, the phantoms will leave them alone and search for a new target. They can cast illusions onto others, and manipulate dreams.
Withers: Undead creatures that resemble wither skeletons, but have pure white glowing eyes and three heads (when in their true monster form). They can fly and summon armies of wither skeletons. They can also curse others with the wither curse, and shoot explosive skulls. They are very deadly enemies. Shulkers: Heavily armored creatures that, like Endermen, Endermites and Bolts, can teleport. They have indestructible shells that act as their primary defense. They can shoot special orbs that cause one to levitate into the air, and give them the ability to telekinetically control whatever the orbs hit. Ender Dragons: Ancient primordial dragons that reside in the End. They have highly mana-reactive bodies, which give them the ability to get more powerful if any kind of magic is used on them. This also grants them the ability to regenerate wounds when near crystals. Basically, when they're near crystals, they have complete immortality. They can also breathe a corrosive purple ender acid that dissolves anything it touches, and they can teleport. Chaos Guardians: Close friends of the Ender Dragons, and they too are primordial. They have the same powers as the Ender Dragons, but they can't teleport. They also breathe yellow acid instead of purple, and they shoot dark red energy balls that explode on impact. They also shoot volleys of large fireballs too, and shoot cyan energy balls that continuously follow the target until the target is hit by them. Wither Storms: Giant, destructive forces of darkness that are able to consume entire lands. They have the same powers as the Withers, but on a more destructive level, and the skulls they shoot are on fire. They can absorb objects into themselves, emit tractor beams from their one giant eye to suck in objects, powerful regeneration, biokinesis, and the ability to summon Withered Symbionts. They can also inflict a special curse called wither sickness, which acts as both the wither curse and a fatal illness combined into one, and can only be cured by golden apple stew. Wardens: Extremely powerful undead brutes that live in the deep dark. They have extreme durability and crazy super strength. However, they are blind. Because of this, they rely on smell and vibrations to track targets. They can shoot powerful sonic sound waves from their chests, and they have an extremely powerful sonic roar. Some of them have the ability to control the biome that they live in. They are immune to fall damage and fire. And they can cast a special curse called darkness, which causes any and all light sources and electronics to go out, and it blinds the person itself. Withered Symbionts: Undead withered zombies that specialize in dark magic via their command books. Their magic consists of the abilities of other entities. Their powers involve summoning fangs from the ground, summoning the shulkers' orbs, summoning an array of projectiles (arrows, axes, potions, spears, etc), super strength, invulnerability (except for a purple scar that can be found anywhere, depending on the symbiont), summoning fireballs, summoning wither skulls, controlling attractive and repulsive forces, summoning waves of withered creatures, telekinesis, fire immunity, water breathing, regeneration, force field generation, and large tentacles on their backs. Shadows: Terrifying ghost-like entities that completely blend in with the dark, their only defining feature being their glowing white teeth and irises. They can control darkness and shadows, tho they can't control the darkness spell cast by wardens. They also have shapeshifting powers and intangibility. They are weak to light of any kind tho, the only exception being moonlight. Myrmexes: Giant humanoid scorpion creatures that reside in underground nests, which are extremely rare to come across. They have extremely potent venom in their tails, and are extremely difficult to wound due to their tough armor. They can spray acid from their stingers as well, and they have immunity to magic. (Due to their armor) Gorgons: A race of half-human half-snake demigods that live in temples next to oceans. Their most defining trait is their hair, which is made out of venomous snakes. They have venom that has divine slaying properties (meaning it's capable of k1lling gods and god-like beings). However, their most deadliest weapon is their ability to turn any being that looks at their eyes to stone. Phoenixes: Immortal fire birds that live in the Nether (mostly. Some live on Earth). They can't be k1lled by any means (except by the divine slaying venom of a gorgon, or by getting consumed by a Wither Storm, or dissolved by an Ender Dragon or Chaos Guardian). They have control over fire, and basically just fire magic in general. Gods: Supernatural beings that look completely human, but have unnatural hair, eyes, and whatever else. They have claws (pointed nails) and fangs (like a vampire). They have power over whatever they represent, along with divine magic and other divine abilities.