This Minecraft tutorial explains the NBT tags (formerly called data tags) that you can use for a skeleton horse in Minecraft Java Edition (PC/Mac) 1.16, 1.17, 1.18, 1.19 and 1.20.

TIP: If you are not running Minecraft Java Edition (PC/Mac) 1.16/1.17/1.18/1.19/1.20, find NBT tags for skeleton horse in another version of Minecraft:

  • Java Edition (PC/Mac) 1.14/1.15
  • Java Edition (PC/Mac) 1.11/1.12

(If you are running Minecraft Java Edition (PC/Mac) 1.10 or older, use the EntityHorse data tags for a skeleton horse)

Background

In Minecraft Java Edition 1.16, 1.17, 1.18, 1.19 and 1.20, the entity value for a skeleton horse is skeleton_horse. The skeleton_horse entity has a unique set of data tags that can be used in Minecraft commands such as: /summon and /data.

What are NBT tags (formerly called Data Tags)?

NBT tags allow you to set certain properties of an entity (such as skeleton_horse). The NBT tag is always surrounded in {} such as {Tame:1}. If there is more than one NBT tag used in a game command, the NBT tags are separated by a comma such as {Tame:1, CustomName:”\”Fred\””}.

List of NBT Tags

Here is a list of the NBT tags that you can use for skeleton_horse in Minecraft Java Edition (PC/Mac) 1.16, 1.17, 1.18, 1.19 and 1.20:

NBT Tag Value (Description)
Tame 0 (The skeleton horse is wild)
1 (The skeleton horse is tame)

Example
{Tame:1}

SaddleItem  

If the skeleton horse is wearing a saddle, it is used to specify the Minecraft id for the saddle and number of saddles worn by the skeleton horse

Example
{SaddleItem:{id:saddle, Count:1}}

Temper  

number (The temper of the skeleton horse which is a number from 0 to 100. The higher the number, the easier it is to tame the skeleton horse.)

Example
{Temper:100}

InLove  

ticks (The number of game ticks that the skeleton horse is in love mode and will try to breed with another skeleton horse)

Example
{InLove:400}

Bred  

0 (The skeleton horse has not bred)
1 (The skeleton horse has bred)

Example
{Bred:1}

Age  

ticks (The age of the skeleton horse in game ticks. Use 0 or higher for an adult. Use a negative number such as -25000 for a baby.)

Example
{Age:0} example for adult
{Age:-25000} example for baby

ForcedAge  

ticks (When a baby skeleton horse matures, the Age data tag will be set to ForcedAged. However, there have been bugs with this data tag so it may not work properly.)

Example
{ForcedAge:0}

EatingHaystack  

0 (The skeleton horse is standing normally)
1 (The skeleton horse has its head down like it is eating hay)

Example
{EatingHaystack:0}

Leash  

Indicates the coordinates of the fence that the skeleton horse is leashed to.

Example
{Leashed:1b,Leash:{X:92,Y:72,Z:-206}}

SkeletonTrap  

0 (The skeleton horse becomes a skeleton trap)
1 (The skeleton horse becomes a skeleton trap)

Example
{SkeletonTrap:1}

SkeletonTrapTime  

ticks (The number of game ticks that the skeleton trap has not been triggered. A skeleton trap will only trigger when a player is within 10 blocks of the trap. Once the SkeletonTrapTime reaches 18000 ticks, the untripped skeleton trap will despawn)

Example
{SkeletonTrapTime:17000}

CustomName  

name (The name to assign to the skeleton horse)

Example
{CustomName:”\”Fred\””}

Health  

number (The number of health points the skeleton horse has)

Example
{Health:25.0f}

AbsorptionAmount  

number (The number of absorption health points the skeleton horse has)

Example
{AbsorptionAmount:2.0f}

Invulnerable  

0 (The skeleton horse will take damage like normal)
1 (The skeleton horse will not take any damage from attacks or physical surroundings)

Example
{Invulnerable:1}

PersistenceRequired  

0 (The skeleton horse will despawn naturally)
1 (The skeleton horse won’t despawn)

Example
{PersistenceRequired:1}

NoAI  

0 (The skeleton horse will have artificial intelligence and will move/behave like normal)
1 (The skeleton horse will have no artificial intelligence so it will appear motionless)

Example
{NoAI:1}

Silent  

0 (The skeleton horse will make its usual noises in the game)
1 (The skeleton horse will not make any noise in the game)

Example
{Silent:1}

Fire  

ticks (The number of game ticks until the skeleton horse is no longer on fire – there are 20 ticks in a second)

Example
{Fire:60}

PortalCooldown  

ticks (The number of game ticks until the skeleton horse can go through a portal again – there are 20 ticks in a second)

Example
{PortalCooldown:120}

Air  

ticks (The number of game ticks the skeleton horse has air left for)

Example
{Air:120}

id  

skeleton_horse (The entity value used to represent a skeleton horse in the EntityTag or Passengers tag)

Example
{id:skeleton_horse}

Passengers  

The mob that is riding on the skeleton horse. Use the entity value for the passenger mob

Example of skeleton as passenger
Passengers:[{id:skeleton}]

NBT Tag Examples

To summon a baby skeleton horse:

/summon skeleton_horse ~ ~ ~ {Age:-25000}

To summon a tame skeleton horse wearing a saddle:

/summon skeleton_horse ~ ~ ~ {Tame:1, SaddleItem:{id:saddle,Count:1}}

Target Selectors

Before we finish discussing data tags, let’s quickly explore how to use the @e target selector. The @e target selector allows you to target entities in your commands. If you use the type=skeleton_horse value, you can target skeleton horses:

@e[type=skeleton_horse]

Target Selector Examples

To change the nearest skeleton horse to a baby skeleton horse:

/data merge entity @e[type=skeleton_horse,limit=1,sort=nearest] {Age:-25000}

To kill all skeleton horses:

/kill @e[type=skeleton_horse]

Next, learn how to use the game commands in Minecraft.

Command Examples

Here are some game command examples for a skeleton horse in Minecraft:

How to Summon a Skeleton Horse

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