Minecraft wiki entry for Development_versions, associated text: The first fully blind mob (bats have basic eyesight, both in-game and in the real world).
Because of this, it stumbles as it walks.
Has a sense of smell. It can detect and pathfind toward the general location of a player or mob through a "smelling" action.
Prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.
Has a sense of vibration. When sensing movement, it pathfinds toward the source of the movement.
It follows and attacks players, mobs, and other entities that make vibrations.[note 2]
It does not attack other wardens.
When it detects a vibration, the growths on its head rattle and light up, similar to the sculk sensor.
Seems to follow the same rules as the sculk sensor when detecting vibrations.
If any projectile (e.g. egg, snowball, arrow) lands near it, the warden inspects the location where the projectile landed, due to the projectile creating significant vibrations. This feature can be used in order to cause a distraction.
Does not detect players that are sneaking.
Can detect players or mobs that have the Invisibility effect.
Becomes more suspicious of a player or mob as it detects its location more through vibrations and/or smelling. When it suspects the target enough, it identifies its exact location, which aggravates it, causing it to pathfind toward the target to attack regardless of outside distractions.
Spawns in the deep dark biome, specifically when a player activates sculk shriekers three times.
It is the only mob that spawns in the deep dark biome.
"Emerges" from the ground when spawned by sculk shriekers.
Digs back into the ground when it doesn't sense any vibration after 60 seconds.
Like how name tags prevent despawning, name tags can also prevent wardens from being able to burrow back to the ground.
Wardens will not dig back when they're in water.
A mob designed to be extremely difficult, intended to be avoided and fled from.
Has 500 × 250 health points and does 30 × 15 damage on Normal difficulty, bringing players wearing full netherite armor from full health to 7 health points. Wardens also disable shields when they hit the players with their fists, and are at least as fast as a walking player.
Warden's chest has a glowing core that appears to brighten and dim in tandem with the Darkness effect.
The core creates a low throbbing or "heartbeat" sound as it pulses. The sound and animation speed up rapidly as the warden gets more suspicious of or closer to attacking a player or mob.
Is about 3.5 blocks tall, making it one of the tallest mobs in the game, exceeding the iron golem and enderman in height and width (the same).
Wardens have long melee reach, being able to hit the player when on top of a four-block pillar, thus making it capable of countering certain cheese tactics, such as pillaring.
Is immune to lava and can float up lava columns very fast.