Professional Documents
Culture Documents
Maps 3
Races 5
Culture 11
Items 12
Divine Beasts 18
Enemies 24
Bosses 39
Index 49
Credits 50
* Non-Canon Content
Content marked with an asterisk is not from Breath of the Wild.
It may be from a different Legend of Zelda game or from the
mind of the author, but DMs should feel free to include or
exclude this content at their own discretion.
2
Maps
Pre-Calamity
.
Post-Calamity Ruins
Sheikah Waypoints
Races
Gerudo
My name is Riju, descendant of the royal line and leader of
the Gerudo people! With the power of the heirloom passed
down in my family, I shall calm the Divine Beast Vah Naboris.
Ancestors of the Gerudo! Answer my call! Aid me in this task!
-Riju, Gerudo Chief
The highly exclusive race of warrior women from the
Gerudo desert are a sight to behold. As beautiful as they are
deadly, the Gerudo march into combat with passion and
drive. They may not live as long as the other races of Hyrule,
but they will live life to its fullest because of this.
Tanned and Fiery
The Gerudo have dark, tanned skin often paired with hair of
fiery hues, red being the most common. They have pointed
ears and pronounced pointed noses as defining facial
features. Their large, sharp eyes offer an enchanting glare,
which they often accentuate through the use of make-up.
The Gerudo women are proud of powerful bodies and
dress accordingly, wearing long, light flowing fabrics, often
showing their midriffs and golden jewelry adorned with
gemstones. This theme carries on to their weaponry, as the
Gerudo often adorn their signature scimitars, spears and
bows in the same manner.
An Amazonian Society
It is extremely rare that a Gerudo woman bears a male child. Gerudo Names
This has lead to a unique culture of sisterhood within the Gerudo names tend to contain two or three syllables with
Gerudo. Despite being a race almost exclusively of women, many a's and o's. Only one male name is known, Ganondorf,
they require males as mates which lead many Gerudo women while there are many female names in their dialect.
to travel outside the walls of their capital of Gerudo Town to Female Names. Ashai, Babi, Barta, Buliara, Dalia, Fegran,
find mates. Within their oasis capital, the Gerudo bar all men Furosa, Kyra, Leena, Lukan, Malena, Padda, Saula, Tali
from entering their home. Despite this, men from all around
will attempt to enter their city only to be turned away time Gerudo Traits
and time again by their skilled guards.
The Gerudo have detached themselves from the religions Ability Score Increase. Your Charisma score increases by 2
of the land, focusing on spirituality through honouring their and your Constitution score increases by 1.
ancestors and the Divine Beast Van Naboris. Age. The Gerudo reach maturity around the age of 16 and
live into their mid 70's.
People of the Desert Alignment. Many Gerudo live ambitiously, but still hold
The Gerudo hail from the desert which is their namesake, the themselves to the laws and traditions of their tribe. They have
a tendency towards lawful or neutral alignments, but carry
Gerudo Desert. The harsh sands are hellishly warm during the mischeivousness of a chaotically alligned individual.
the day and frigidly cold at night, often plagued by Size. They stand tall, on average reaching taller than 6 feet,
sandstorms and at sometimes lightning storms. Despite with wide-set hips and naturally well toned bodies. Should a
these seemingly inhospitable conditions, the Gerudo have male be born into their society, it is rumoured he would stand
flourished. at least 7 feet tall with a powerful build. Your size is medium.
Sport and transportation for the Gerudo comes in the form Speed. Your base walking speed is 30 feet.
of the native sand seals. Surfing behind the beasts is a Languages. You speak, read, and write Common and
popular competition amongst the women of the sands. Gerudo.
In Pursuit of Dreams Gerudo Diplomacy. You have proficiency with your choice
of the Persuasion or Intimidation skill.
Gerudo women have an adventurous heart, many heading out Toughness. Your hit point maximum increases by 1, and it
from their capital city of Gerudo Town in search of fame, increases by 1 every time you gain a level.
fortune and romance. Endurance. You require half as much water as normal, and
Their home may offer many things, but there are some you are immune to the negative effects of a hot environment.
goals which it cannot satisfy as well. A Gerudo will travel in Weapon Training. You have proficiency with glaives,
search of these unmet wants and needs. scimitars, spears, and shortbows.
6
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Gorons hail from Death Mountain, a volcanic mountain in the The
north. Thanks to the volcanic activity, rocks and minerals are
plentiful and the Gorons have developed near perfect The G
resistance to the extreme heat. indist
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Just look at all those delectable rocks sprinkled on those Sp
mountains. I may not know a whole lot about this Calamity La
Ganon thing but mark my words, I'll protect this land of ours Goro
to the death. He
-Daruk, Goron Champion deter
Boisterous and powerful, the Gorons of Death Mountain drag,
carry a zeal for brotherhood like none other. These Ro
behemoths value strength and determination above all else. A Lav
love for metal work, mining and friendly competition are im
amongst themselves are all keystones to Goron culture. addit
of con
Rocky and Robust Sto
Gorons are a large race of humanoids with massive arms and modi
bodies, along with short but powerful legs. Their fists are than
often larger than their heads. They live on a diet of rocks, Cu
causing rocky growths to appear on their bodies, While
concentrated on their backs. Their rotund bodies also allow rocky
them to roll themselves into balls and travel at high speeds. your w
Gorons tend to wear minimal clothing. Most gorons wear you c
durable, twisted fabric loincloths which are surprisingly fire Ra
resistant. They will also wear work helmets and or pieces of while
armour where appropriate. hits, t
incre
Mountain Dwellers 17th
Stren
bonu
7
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Hylian
Your path seems to mirror your father's. You've dedicated
yourself to becoming a knight, as well. Your commitment to
the training necessary to fulfill your goal is really quite
admirable. I see now why you would be the chosen one.
-Princess Zelda
Despite the fall of the Hyrule Kingdom, the Hylian race
lives on. They make their home the world over, undeterred by
the calamity which upset their society years ago. Many make
an honest living in villages, while others have opened
ranching services to adventurers. Hardships come and go,
but the Hylians stand strong, ready to push forward for the
betterment of all.
Adaptable
Hylians are a humanoid race with rounded faces and pointed
ears. They normally have fair skin tones, but eye color, hair
color, body type, and clothing style vary widely.
Hylians easily adapt to whatever environment or task they
are taking on. If there is a job to do, whether farming or
smithing or taming horses, a Hylian can figure out a way to
equip themselves for the task.
Under One Kingdom
The Hylians homelands are the rolling plains of central
Hyrule. Many villages are sprawled across the grasslands,
allowing them to farm and manage their animals with ease.
Through diplomacy and mutual assistance, the Hylians were
able to form the Kingdom of Hyrule, bringing all other races Hylian Names
into an alliance to protect against common enemies and Hylians have a wide range of names due to their ties across
bring peace. regions, but female names often end in a.
Male Names. Agus, Beedle, Cambo, Danton, Link, Rik
A Widespread People Female Names. Anju, Chessica, Gleema, Magda, Zelda
Thanks to the relationships of the kingdom from the past and
their ability to adapt to most environments, Hylians can be Hylian Traits
found scattered in all areas across the land. Many put down Ability Score Increase. Your ability scores all increase by 1.
roots wherever they are, while others wander the countryside Age. Hylians reach maturity at age 17 and live until they
until they find a suitable homestead. are around 80 years old.
Ambitious Travelers Alignment. Hylians come from all walks of life leaving
them no alignment preferences.
Anywhere across the realm, people will be able to find a Size. Hylians are the smallest of the main races of Hyrule.
Hylian chasing their dreams. From chasing profits as a Few grow to be taller than 6 feet. Your size is medium.
merchant, to doing their duty as a knight or mercenary, Speed. Your base walking speed is 30 feet.
Hylians are always working hard across the world. Languages. You speak, read, and write Common and one
other language of your choice.
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Prideful Warriors
The Rito are masters of aerial combat, combining skillful
flight with archery to create a truly astonishing battle style.
Together they defend their home from any threats, no matter
the odds. Most male Rito attempt to reach perfection in
archery and flight, while female Rito strive for perfection in
singing, cooking, or other pursuits. Their tribe is led by a
hereditary chieftain.
Within the Rito culture, history is passed down through
song and verse and their elders are revered with respect. For
these people, to fly high in the sky is the greatest pleasure of
all. When unable to do so, depression may set in for a Rito.
Life on the Frontier
The Rito make their home in Rito Village, located in the
Tabantha Frontier. This mountainous region is dotted with
lakes, canyons and evergreen trees. Cold winds caress the
land year round, making the nights especially cold for
travelers.
What Makes a Hero
All their lives, Rito hear of the feats of heroes from the past
and are encouraged to be like them. This leaves a burning
passion for Rito to walk the path of a hero, and discover what
that entails for themselves.
Rito Names
The Rito have a wide range of names which tend to make
avid use of e's and i's, generally no longer than 3 syllables.
Male Rito Names. Harth, Kaneli, Mazli, Nekk, Teba, Verla
Female Rito Names. Amali, Bedoli, Cecili, Laissa, Medli
Rito Traits
Rito Ability Score Increase. Your Dexterity modifier increases by
2 and your Wisdom score increases by 1.
Very few can achieve a mastery of the sky. Yet I have made an Age. Rito reach maturity at age 15 and live to about 70.
art of creating an updraft that allows me to soar. It's Alignment. The Rito are a people of honour and move to
considered to be quite the masterpiece of aerial techniques, protect those in need with little prompting. They lean
even among the Rito. towards a good alignment.
-Revali, Rito Champion Size. Rito men stand just below 6 feet tall, while women
From the western hinterlands known as the Tabantha reach just above 5 feet on average.
Frontier, the Rito live in their modest village of huts and Speed. Your base walking speed is 25 feet.
boardwalks, clinging to the side of a great rocky spire among Languages. You speak, read, and write Common and Rito.
valleys of coursing winds. Here the Rito hunt and play in the Brave. You have advantage on saving throws against fear.
great blue sky. Flight. You have a flying speed of 50 feet. To use this speed,
you can’t be wearing medium or heavy armor. (If you are
Feathered Folks using the optional encumbrance rules, you cannot use this
The Rito are sometime referred to as birdfolk by the other speed while encumbered.)
races. Their plumages come in a wide range of colors.
Behind their crests, their hair grows long and wild, and many
keep theirs in braids. Their appearances vary greatly, but
males tend to have cool colored plumage while women have
warm colored feathers. Their feathers provide a great deal of
insulation, protecting them from the cold of their homeland.
These avian people tend to wear very light armour in battle
or simple pieces of cloth and leather for clothing, preferring
less restricting garments to allow them to fly.
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Zora
Father, are you well, I wonder....I want you to know....I have
always followed my heart.
-Mipha, Zora Champion
Mysterious and lovely creatures, the Zora are competent
divers, lancers, and jewel crafters. Living within a giant statue
honoring their homeland, the Zora quietly protect the world
from the torrents which would swallow it whole.
Smooth Skinned
The Zora are fish-like humanoids who have smooth, scaled
skin of various hues and shades. Rather than growing hair,
they have fin like extremities which cause their head to
resemble a shark or dolphin. Zora bodies are slender, built
for aquadynamics, the men having more muscle mass while
then women have gentler curves.
The Zora tend to avoid clothing as a whole, opting to wear
accessories instead. Headbands, necklaces, bracelets and
anklets are all common among the Zora. Those who take up
arms may wear sleek breast plates and bracers to help
protect themselves.
Old and New
The Zora live for a very long time, and this longevity impacts
their society greatly. Those who are in power among the Zora
stay there for a very long time, leading to strict adherence to
tradition and grudges to be held for ages. This does not stop
the young from dreaming and acting to bring change to their
home. There is tension between the elders and the young
often over the thought of changing their ways.
Of the Lake
Zora Traits
Zora make their home in the water systems of the eastern
Lanayru Province. This region has many rivers and lakes all Ability Score Increase. Your Wisdom score increases by 2
interconnected, along with large reservoires which the Zora and your Dexterity score increases by 1.
protect. Their famous home of Zora's Domain is a giant Age. Zora age very slowly, reaching adulthood around age
sculpture, crafted from the large stores of ore located in their 120 and living well into their 700s.
region. It demonstrates not only their skill as stonemasons, Alignment. Due to a traditionalist mindset, Zora tend to
but their Zora pride. lean towards a lawful alignment.
Size. Zora vary wildly in height, standing anywhere from 5
Safeguarding the Future to 8 feet tall. Your size is medium. Over the centuries, some
The Zora can live comfortably in their domain for their entire Zora can grow to be Large sized, up to 16 feet tall.
lives, without the need to stray too far from their home. Some Speed. Your base walking speed is 30 feet. You have a
Zora may leave their land in search of adventure or to see the swimming speed of 40 feet.
world, but most will only step out into the world in search of Languages. You speak, read, and write Common and Zora.
assistance against imminent disasters. Amphibious. You can breathe air and water.
Long distance travel is a problem for the Zora if they do not Of the Lake. You are immune to the negative effects of a
seek the shelter of water, as their skin will dry out over time, deep underwater environment. You have Darkvision 120 feet
leading to illness and eventually death. and can see normally in underwater darkness out to 60 feet.
Slippery. You have advantage on escape attempts against
Zora Names grapples and restraints.
Soaked Skin. You are vulnerable to lightning damage, and
Zora names are normally quite simple, often having no more you are considered to have only drunk half enough water or
than two syllables, and female names sometimes have a less on any day you do not fully immerse your body in water.
melodic tone. Zora's Grace. You have advantage on saving throws
Male Zora Names. Bazz, Fronk, Jiahto, Kodah, Sidon against being charmed.
Female Zora Names. Dunma, Keye, Laruta, Mipha, Ruto
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Culture
Mundane (100gp)
This ammunition is destroyed
when used; it cannot be recovered.
A creature hit by this arrow takes an additional 2d6
Ancient Arrow fire damage and 1d6 thunder damage, and all
Ammunition (arrow)
creatures in a 5 ft. radius must make a DC 13
Uncommon (1,000gp) Dexterity saving throw or take 1d6 fire damage.
A creature hit by this arrow must make a Strength
This ammunition is destroyed
saving throw with a DC of 10 plus half the damage
when used; it cannot be recovered.
dealt or be knocked prone. Large creatures have
You have a +1 bonus to attack and damage rolls advantage on the save; Huge, Gargantuan, or
made with this magic arrow. Legendary creatures automatically succeed.
A creature hit by this arrow takes an additional 4d6
force damage and 2d6 thunder damage, and all
creatures in a 5 ft. radius must make a DC 18
Dexterity saving throw or take 1d6 force damage.
A nonlegendary creature hit by this arrow is reduced Bow of Light
to 0 hit points and its body is destroyed. Weapon (Longbow), Legendary
You have a +3 bonus to attack and
damage rolls made with this magic
longbow.
x3 Ancient Bow When you fire an arrow through this bow, it deals an
additional 2d10 radiant damage. Alternately, as an
Weapon (shortbow or longbow)
attack with this bow, you can cast guiding bolt
Very Rare (requires attunement) without requiring components or ammunition.
You have a +3 bonus to attack and
damage rolls made with this magic
bow.
Piercing damage dealt by attacks made with this
weapon is dealt as force damage instead. Fire, Ice, or
This bow has 7 charges, and regains 1d6+1 charges
each dawn. As an action, you can expend a charge Shock Arrow
and fire an arrow from the bow to cast conjure Ammunition (arrow)
13
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Flame, Frost, or Hylian Shield
Armor (shield), Rare
Thunderblade
Weapon (longsword or greatsword)
While holding this shield, you have
Rare or Very Rare a +1 bonus to AC. This bonus is in
addition to the shield's normal
You have a +1 bonus to attack and damage rolls bonus to AC.
made with this rare magic longsword, or +2 with
Any time you are targeted by a ranged attack, a
this very rare magic greatsword.
Magic Missile spell, a line spell, or a spell that
A target hit by this longsword takes an additional requires a ranged Attack roll while holding this
1d6 fire, cold, or lightning damage, or 2d6 if it is a shield, you can spend your reaction to roll a d6. On
greatsword. a 1 to 5, you are unaffected by the attack or spell.
On a 6, you are unaffected, and the effect is
With concentration, you can cause the blade to be
reflected back at the source as though it originated
sheathed in its element. In this way a Flameblade
from you, turning the source into the target.
can be used to keep warm or to ignite flammable
materials, for example.
Iron Boots*
Flamebreaker Wondrous item (boots), Common
Korok Leaf
Weapon (fan), Uncommon
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Magic Potion* Pegasus Boots*
When you drink this potion, you can Wondrous item (boots)
Power Gauntlets*
Wondrous item (gloves)
Paraglider
Tool, Mundane (1,000gp) Rubber Armor
While holding this glider in both Armor (leather), Uncommon
hands, you fall at a rate of 30 feet
per round, and can move laterally While wearing this armor, you are
resistant to lightning damage and
at four times your falling rate.
immune to nonmagical lightning
You can draw your Paraglider as a reaction. damage.
15
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Snowquill Thunder helm
Armor (helmet), Rare
Armor
Armor (leather), Uncommon While wearing this helmet, you and
all friendly creatures within 20 feet
While wearing this armor, you are are immune to lightning damage.
resistant to cold damage and
immune to nonmagical cold damage.
Travel Medallion
Wondrous Item, Very Rare
Spiked Boots
Boots, Mundane (10gp) You can use this medallion to register
any location as a Fast Travel waypoint with a Sheikah
While wearing these boots, your Slate. You can only have one such location
walking speed is reduced by 5, but registered at a time.
you are unaffected by nonmagical difficult terrain.
Zora Armor
Stealth Armor Armor (studded leather), Rare
Armor (leather), Uncommon
While wearing this armor, you have
While wearing this armor, you have a +1 bonus to AC. This bonus is in
advantage on Stealth checks, and addition to the armor's normal
you can Hide as a bonus action. bonus to AC.
While wearing this armor, you have a swimming
speed equal to your base walking speed and can
breathe water as well as air (if you are a Zora, your
racial swimming speed is doubled), and you can
Switch Hook* swim against currents and even up waterfalls as
though they were standing water.
Wondrous Item, Rare
As an action, make a ranged attack
targeting a creature or object you can
see within 60 feet of you. (A very rare
version exists with a range of 120 feet.)
If the attack hits, you and the target instantly trade
places. If you or the target would enter a space too
small to occupy, the Switch Hook has no effect.
Divine Beasts
Zora Divine Beast Vah Ruta
Actions C
Gargantuan Construct Vehicle, Unaligned Multiattack. Vah Ruta makes two Ice Ball attacks, or one Ice A
Ball attack and one Slam attack. d
Armor Class 20 (Natural Armor) Slam. Melee Attack: +15 to hit, reach 15 ft., one target. Hit C
Hit Points 315 (15d20+150) 23 (3d8+10) bludgeoning damage. M
Speed 40, Swim 30 Ice Ball. Ranged Attack: +15 to hit, range 80/320 ft., one G
target. Hit 22 (5d8) cold damage.
STR 30 (+10) - DEX 11 (+0) - CON 30 (+10) Water Blast (Recharge 5-6). Create a line of water 10 feet
wide and 10 feet tall and up to 90 feet long. Each creature in
Damage Vulnerabilities Lightning that area must make a Dexterity saving throw with a DC of
Damage Immunities Cold, Poison, Psychic; 23 (Huge creatures have advantage, Gargantuan creatures
Bludgeoning, Piercing, and Slashing From automatically succeed). On a failed save, a creature takes 18
Nonmagical Attacks (4d8) bludgeoning damage and is knocked prone. On a
Condition Immunities Charmed, Exhaustion, successful save, a creature takes half as much damage and
Frightened, Paralyzed, Petrified, Poisoned isn't knocked prone. The water then spreads out across the
ground in all directions, extinguishing unprotected flames in
Magic Resistance. The Divine Beast has advantage on its area and within 30 feet of it, and then it vanishes.
saving throws against spells and other magical
effects.
Holy Beam Cannon (1/day). A beam of brilliant white light
streaks out in a 40-foot-wide, 10-mile-long line that flows
Siege Monster. The Divine Beast deals double around corners to fill the entire area. Each creature of malice
damage to objects and structures. in the area must make a DC 25 Constitution saving throw. On
Regeneration. The Divine Beast regains 5 hit points
a failed save, the creature takes 73 (7d20) radiant damage
at the start of its turn if it has at least 1 hit point.
and is stunned for one round. On a successful save, it takes
half as much damage and isn't stunned. This damage cannot
be reduced or prevented in any way.
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Gerudo Divine Beast Vah Naboris
Actions
Gargantuan Construct Vehicle, Unaligned Multiattack. Vah Nahboris makes two Lightning attacks, or
one Lightning attack and one Slam attack.
Armor Class 18 (Natural Armor) Slam. Melee Attack: +12 to hit, reach 5 ft., one target. Hit
Hit Points 270 (15d20+105) 20 (3d8+7) bludgeoning damage.
Speed 50 Lightning. Ranged Attack: +15 to hit, range 80/320 ft., one
target. Hit 22 (5d8) lightning damage.
STR 25 (+7) - DEX 17 (+3) - CON 25 (+7) Chain Lightning (Recharge 5-6). Create a bolt of lightning
that arcs toward a target of your choice within 80 feet. A bolt
Damage Immunities Lightning, Poison, Psychic; then leaps from that target to another target within 30 feet of
Bludgeoning, Piercing, and Slashing From it. Repeat this process until up to 9 total targets have been
Nonmagical Attacks chosen. A target can be a creature or an object and can be
Condition Immunities Charmed, Exhaustion, targeted by only one of the bolts. Each target must make a
Frightened, Paralyzed, Petrified, Poisoned Dexterity saving throw. The target takes 22 (5d8) lightning
damage on a failed save, or half as much on a successful one.
Magic Resistance. The Divine Beast has advantage on Holy Beam Cannon (1/day). A beam of brilliant white light
saving throws against spells and other magical streaks out in a 40-foot-wide, 10-mile-long line that flows
effects. around corners to fill the entire area. Each creature of malice
Siege Monster. The Divine Beast deals double in the area must make a DC 25 Constitution saving throw. On
damage to objects and structures. a failed save, the creature takes 73 (7d20) radiant damage
Regeneration. The Divine Beast regains 5 hit points
and is stunned for one round. On a successful save, it takes
at the start of its turn if it has at least 1 hit point.
half as much damage and isn't stunned. This damage cannot
be reduced or prevented in any way.
20
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Rito Divine Beast Vah Medoh
Actions
Gargantuan Construct Vehicle, Unaligned Multiattack. Vah Medoh makes four Laser attacks, or two
Talons attacks and a Beak attack.
Armor Class 21 (Natural Armor) Laser. Ranged Attack: +15 to hit, range 600 ft., one target.
Hit Points 240 (15d20+75) Hit 13 (3d8) radiant damage.
Speed 5, Fly 60 Talons. Melee Attack: +15 to hit, reach 10 ft., one target.
Hit 23 (3d8+10) slashing damage.
STR 20 (+5) - DEX 30 (+10) - CON 20 (+5) Beak. Melee Attack: +15 to hit, reach 10 ft., one target. Hit
23 (3d8+10) piercing damage.
Damage Immunities Cold, Poison, Psychic; Energy Shield (2/day). Vah Medoh surrounds itself with
Bludgeoning, Piercing, and Slashing From an energy shield that absorbs all damage. It cannot do this if
Nonmagical Attacks it is currently protected by such a shield. This shield has an
Condition Immunities Charmed, Exhaustion, AC of 10 and 85 hit points.
Frightened, Paralyzed, Petrified, Poisoned Holy Beam Cannon (1/day). A beam of brilliant white light
streaks out in a 40-foot-wide, 10-mile-long line that flows
Magic Resistance. The Divine Beast has advantage on around corners to fill the entire area. Each creature of malice
saving throws against spells and other magical in the area must make a DC 25 Constitution saving throw. On
effects. a failed save, the creature takes 73 (7d20) radiant damage
Siege Monster. The Divine Beast deals double and is stunned for one round. On a successful save, it takes
damage to objects and structures. half as much damage and isn't stunned. This damage cannot
Regeneration. The Divine Beast regains 5 hit points
be reduced or prevented in any way.
at the start of its turn if it has at least 1 hit point.
21
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Goron Divine Beast Vah Rudania
Actions
Gargantuan Construct Vehicle, Unaligned Multiattack. Vah Rudania makes two Claw attacks, or one
Claw attack and one Tail attack.
Armor Class 20 (Natural Armor) Claw. Melee Attack: +15 to hit, reach 10 ft., one target. Hit
Hit Points 270 (15d20+105) 16 (2d8+7) slashing damage and 4 (1d8) fire damage.
Speed 40, Climb 40 Tail. Melee Attack: +15 to hit, reach 20 ft., one target. Hit
25 (4d8+7) bludgeoning damage.
STR 25 (+7) - DEX 20 (+5) - CON 25 (+7) Fire Breath (Recharge 5-6). Vah Rudania exhales fire in a
60 foot cone. Each creature in the area must make a DC 18
Damage Immunities Fire, Poison, Psychic; Dexterity saving throw, taking 24 (7d6) fire damage on a
Bludgeoning, Piercing, and Slashing From failed save, or half as much on a successful one.
Nonmagical Attacks Earthquake (Recharge 5-6). Vah Rudania slams its tail
Condition Immunities Charmed, Exhaustion, into the ground, causing a seismic disturbance in a 20-foot
Frightened, Paralyzed, Petrified, Poisoned radius from a point chosen within 20 feet. The ground in that
area becomes difficult terrain, and each creature in that area
Magic Resistance. The Divine Beast has advantage on must make a DC 18 Dexterity saving throw. On a failure, a
saving throws against spells and other magical creature takes 13 (3d8) bludgeoning damage and 9 (2d8) fire
effects. damage and is knocked prone. On a successful save, it takes
Siege Monster. The Divine Beast deals double half as much damage and is not knocked prone.
damage to objects and structures. Holy Beam Cannon (1/day). A beam of brilliant white light
Regeneration. The Divine Beast regains 5 hit points
streaks out in a 40-foot-wide, 10-mile-long line that flows
at the start of its turn if it has at least 1 hit point.
around corners to fill the entire area. Each creature of malice
in the area must make a DC 25 Constitution saving throw. On
a failed save, the creature takes 73 (7d20) radiant damage
and is stunned for one round. On a successful save, it takes
half as much damage and isn't stunned. This damage cannot
Vah Rudania can also generate nonmagical flames be reduced or prevented in any way.
anywhere in or on its body, which can be used for
light or warmth or to ignite flammable material.
22
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Piloting Your Divine Beast
The Divine Beast seems to be a living mass of gears and Each Divine Beast has seven magical nodes distributed
pistons and scaffolding. There is enough open space between around its body: a Guidance Stone, five Control Terminals,
the pieces that it is easy enough to see into and climb around and the Main Control Console. A person can use a Control
in, but there is definitely not enough room to run or fly, and Terminal or the Main Control Console to pilot the Divine
every step must be made carefully. Beast, or to help someone else do so. The Guidance Stone is
It is a DC 15 Athletics check to board a Divine Beast from where you can link a Sheikah Slate to the Divine Beast, after
the side (DC 5 if the Beast is willing). The interior of a Divine which you can use it to pilot the Divine Beast remotely.
Beast is considered Difficult Terrain. While aboard a Divine These nodes are indicated on the Divine Beast maps by
Beast you can spend movement to ascend or descend with a dots, each dot with a number indicating its altitude in feet
DC 10 Athletics check; if you fail climbing up, you land where from the bottom of the Divine Beast. The Guidance Stone's
you started; if you fail climbing down, you fall the distance dot is cyan, the Control Terminals' dots are yellow, and the
you were attempting to climb. Main Control Console's dot is green.
Occupants on the top level of a Divine Beast are visible Each Divine Beast can only be linked to a single Sheikah
from off the Divine Beast. Occupants not on the top level but Slate at a time; however, any number of Sheikah Slates can
on a square that borders the exterior are visible from off the register a Divine Beast as a Fast Travel waypoint.
Divine Beast, but have 3/4 Cover. Occupants not on the top To attempt to pilot the Divine Beast, spend a bonus action
level of a Divine Beast have Half Cover from every non- or a reaction and make an Arcana check using Charisma or
adjacent square of the Divine Beast out to 15 feet, 3/4 Cover Intelligence. The DC is 10, +5 for each Control Terminal that
out to 30 feet, and Total Cover beyond that. Occupants not on is currently Maliced, +10 if the Main Control Console is
the top level of a Divine Beast and on a square that does not currently Maliced, -5 if using a Control Terminal, -10 if using
border the exterior are not visible from off the Divine Beast. the Main Control Console.
Unlike most tokens, a Divine Beast has a facing. It can turn If you succeed on the piloting check as a bonus action on
90 degrees in either direction by spending 5 feet of your turn, you can make the Divine Beast move up to its
movement. When moving any direction more than 45 speed and take one Action. If you succeed as a reaction, you
degrees away from forward, it moves at half speed. can make the Divine Beast take its Reaction.
Some Divine Beast attacks are made by a specific part of If you fail the piloting check, the Divine Beast does nothing,
its body, and so the target must be within the listed range of unless the Main Control Console is Maliced, in which case it
that body part to be targeted by that attack. acts at Ganon's command instead.
23
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Enemies
Bokoblins
"This common species is a nuisance all over Hyrule. Some
have unified and have formed factions of bandits. While not Blue Bokoblin
very clever, they are at least intelligent enough to hunt beasts Medium humanoid (goblinoid), Chaotic Evil
and grill the meat for food. Though they're typically
Armor Class 18 (Natural Armor, Shield) Armor Class 19 (Natural Armor, Shield)
Hit Points 88 (16d6+32) Hit Points 165 (22d6+88)
Speed 30 ft Speed 30 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 14 (+2) 8 (-1) 8 (-1) 8 (-1) 8 (-1) 20 (+5) 18 (+4) 8 (-1) 10 (+0) 8 (-1)
Improved Critical. The Bokoblin scores a critical hit Superior Critical. The Bokoblin scores a critical hit on
on a roll of 19 or 20 on the d20. a roll of 18 to 20 on the d20.
Legendary Resistance (1/day). If the Bokoblin fails a Legendary Resistance (3/day). If the Bokoblin fails a
saving throw, it can choose to succeed instead. saving throw, it can choose to succeed instead.
Actions Actions
Multiattack. The Bokoblin makes three melee attacks Multiattack. The Bokoblin makes four melee attacks
Longsword. Melee Attack: +10 to hit, reach 5 ft., one Longsword. Melee Attack: +11 to hit, reach 5 ft., one
target. Hit: 9 (1d8+5) Slashing damage target. Hit: 9 (1d8+5) Slashing damage
Glaive. Two-Handed Melee Attack: +10 to hit, reach Glaive. Two-Handed Melee Attack: +11 to hit, reach
10 ft., one target. Hit: 10 (1d10+5) Piercing 10 ft., one target. Hit: 10 (1d10+5) Piercing
damage damage
Claws. Melee Attack: +10 to hit, reach 5 ft., one Claws. Melee Attack: +11 to hit, reach 5 ft., one
target. Hit: 7 (1d4+5) Slashing damage target. Hit: 7 (1d4+5) Slashing damage
Shortbow. Two-Handed Ranged Attack: +10 to hit, Shortbow. Two-Handed Ranged Attack: +11 to hit,
range 80/320 ft., one target. Hit: 8 (1d6+5) range 80/320 ft., one target. Hit: 8 (1d6+5)
Piercing damage Piercing damage
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 8 (-1) 8 (-1) 8 (-1) 24 (+7) 10 (+0) 22 (+6) 8 (-1) 8 (-1) 8 (-1)
Damage Resistances Bludgeoning, Piercing, and Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Slashing From Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 9 Senses Darkvision 60 ft., Passive Perception 9
Languages Moblin Languages Moblin
Challenge 18 (20,000 XP) Challenge 23 (50,000 XP)
Danger Sense. The Moblin has advantage on Danger Sense. The Moblin has advantage on
Dexterity saving throws against effects it can see. Dexterity saving throws against effects it can see.
Legendary Resistance (1/day). If the Moblin fails a Legendary Resistance (3/day). If the Moblin fails a
saving throw, it can choose to succeed instead. saving throw, it can choose to succeed instead.
Actions Actions
Multiattack. The Moblin makes three melee attacks Multiattack. The Moblin makes three melee attacks
Magic Greatsword. Melee Attack: +11 to hit, reach Magic Greatsword. Melee Attack: +14 to hit, reach
10 ft., one target. Hit: 17 (2d10+6) Slashing 10 ft., one target. Hit: 18 (2d10+7) Slashing
damage plus 3 (1d6) fire, cold, or lightning damage damage plus 7 (2d6) fire, cold, or lightning damage
Glaive. Melee Attack: +11 to hit, reach 15 ft., one Glaive. Melee Attack: +14 to hit, reach 15 ft., one
target. Hit: 14 (2d8+5) Piercing damage target. Hit: 15 (2d8+6) Piercing damage
Gore. Melee Attack: +11 to hit, reach 5 ft., one Gore. Melee Attack: +14 to hit, reach 5 ft., one
target. Hit: 9 (1d10+5) Piercing damage target. Hit: 10 (1d10+6) Piercing damage
Javelin. Ranged Attack: +11 to hit, range 30/120 ft., Javelin. Ranged Attack: +14 to hit, range 30/120 ft.,
one target. Hit: 9 (1d10+5) Piercing damage one target. Hit: 10 (1d10+6) Piercing damage
Legendary Actions Legendary Actions
The Moblin can take 3 legendary actions, choosing The Moblin can take 3 legendary actions, choosing
from the options below. Only one legendary action from the options below. Only one legendary action
option can be used at a time and only at the end of option can be used at a time and only at the end of
another creature’s turn. The Moblin regains spent another creature’s turn. The Moblin regains spent
legendary actions at the start of their turn. legendary actions at the start of their turn.
Attack. The Moblin makes one attack. Attack. The Moblin makes one attack.
Spin Attack (Costs 2 Actions). The Moblin spins with Spin Attack (Costs 2 Actions). The Moblin spins with
its weapon, hitting all creatures in a 10 foot radius. its weapon, hitting all creatures in a 10 foot radius.
They must make DC 19 Strength saving throws. On They must make DC 19 Strength saving throws. On
a failed save they take 14 (2d8+5) Slashing damage a failed save they take 14 (2d8+5) Slashing damage
and are knocked prone. On a successful save they and are knocked prone. On a successful save they
take half as much damage and are not knocked take half as much damage and are not knocked
prone. prone.
Lizalfos
"These quick-witted, lizard-like monsters can be found all
Armor Class 15 (Natural Armor, Shield) Armor Class 17 (Natural Armor, Shield)
Hit Points 22 (4d8+4) Hit Points 52 (8d8+16)
Speed 40 ft., swim 40 ft. Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 13 (+1) 8 (-1) 8 (-1) 8 (-1) 10 (+0) 17 (+3) 15 (+2) 8 (-1) 8 (-1) 8 (-1)
Ambush. It has advantage on Stealth checks while Camouflage. It has advantage on all Stealth checks.
underwater. Sneak Attack. It deals an additional 3 (1d6) damage
on one attack per turn when it has advantage, or
Actions when the target is threatened by another enemy.
Boomerang. Melee Attack: +4 to hit, reach 5 ft., or
Ranged Attack: +4 to hit, range 20/60 ft., one Actions
target. Hit: 5 (1d6+2) Slashing damage Boomerang. Melee Attack: +6 to hit, reach 5 ft., or
Ranged Attack: +6 to hit, range 20/60 ft., one
Bite. Melee Attack: +4 to hit, reach 5 ft., one target. target. Hit: 7 (1d8+3) Slashing damage
Hit: 5 (1d6+2) Piercing damage
Water Blast. It creates a line of water from its mouth, Bite. Melee Attack: +6 to hit, reach 5 ft., one target.
up to 30 feet long. All creatures in that line must Hit: 6 (1d6+3) Piercing damage
succeed on a Dexterity saving throw or take 7 (2d6) Shortbow. Two-Handed Ranged Attack: +8 to hit,
bludgeoning damage and be knocked back 5 feet. range 80/320 ft., one target. Hit: 6 (1d6+3)
This action can only be taken while in water. Piercing damage
Armor Class 17 (Natural Armor, Shield) Armor Class 17 (Natural Armor, Shield)
Hit Points 52 (8d8+16) Hit Points 52 (8d8+16)
Speed 40 ft., swim 40 ft. Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 15 (+2) 8 (-1) 8 (-1) 8 (-1) 10 (+0) 17 (+3) 15 (+2) 8 (-1) 8 (-1) 8 (-1)
Camouflage. It has advantage on all Stealth checks. Camouflage. It has advantage on all Stealth checks.
Actions Actions
Boomerang. Melee Attack: +6 to hit, reach 5 ft., or Boomerang. Melee Attack: +6 to hit, reach 5 ft., or
Ranged Attack: +6 to hit, range 20/60 ft., one Ranged Attack: +6 to hit, range 20/60 ft., one
target. Hit: 7 (1d8+3) Slashing damage target. Hit: 7 (1d8+3) Slashing damage
Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Bite. Melee Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) Piercing damage Hit: 6 (1d6+3) Piercing damage
Magic Longbow. Two-Handed Ranged Attack: +6 to Magic Longbow. Two-Handed Ranged Attack: +6 to
hit, range 150/600 ft., one target. Hit: 7 (1d8+3) hit, range 150/600 ft., one target. Hit: 7 (1d8+3)
Piercing damage plus 3 (1d6) fire damage Piercing damage plus 3 (1d6) cold damage
Fire Breath (Recharge 5-6). The Lizalfos exhales fire Cold Breath (Recharge 5-6). The Lizalfos exhales icy
in a 15-foot cone. Each creature in that area must mist in a 15-foot cone. Each creature in that area
make a DC 13 Dexterity saving throw, taking 14 must make a DC 13 Dexterity saving throw, taking
(4d6) fire damage on a failed save, or half as much 14 (4d6) cold damage on a failed save, or half as
on a successful one. much on a successful one.
30
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Silver Lizalfos Gold Lizalfos
Medium humanoid (lizardfolk), Chaotic Evil Medium humanoid (lizardfolk), Chaotic Evil
Armor Class 20 (Natural Armor, Shield) Armor Class 22 (Natural Armor, Shield)
Hit Points 120 (16d8+48) Hit Points 187 (22d8+88)
Speed 50 ft., swim 50 ft. Speed 50 ft., swim 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 8 (-1) 8 (-1) 8 (-1) 10 (+0) 22 (+6) 18 (+4) 8 (-1) 8 (-1) 8 (-1)
Skills Perception +4, Stealth +10 Skills Perception +6, Stealth +13
Damage Resistances Cold, Fire, or Lightning; Damage Resistances Cold, Fire, and Lightning;
Bludgeoning, Piercing, and Slashing From Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13 Senses Darkvision 60 ft., Passive Perception 13
Languages Moblin Languages Moblin
Challenge 17 (18,000 XP) Challenge 23 (50,000 XP)
Camouflage. It has advantage on all Stealth checks. Camouflage. It has advantage on all Stealth checks.
Sneak Attack. It deals an additional 10 (3d6) damage Sneak Attack. It deals an additional 14 (4d6) damage
on one attack per turn when it has advantage, or on one attack per turn when it has advantage, or
when the target is threatened by another enemy. when the target is threatened by another enemy.
Legendary Resistance (1/day). If the Lizalfos fails a Legendary Resistance (3/day). If the Lizalfos fails a
saving throw, it can choose to succeed instead. saving throw, it can choose to succeed instead.
Actions Actions
Multiattack. The Lizalfos makes three melee attacks Multiattack. The Lizalfos makes four melee attacks
Boomerang. Melee Attack: +10 to hit, reach 5 ft., or Boomerang. Melee Attack: +13 to hit, reach 5 ft., or
Ranged Attack: +10 to hit, range 30/120 ft., one Ranged Attack: +13 to hit, range 30/120 ft., one
target. Hit: 10 (1d10+5) Slashing damage target. Hit: 11 (1d10+6) Slashing damage
Bite. Melee Attack: +10 to hit, reach 5 ft., one target. Bite. Melee Attack: +13 to hit, reach 5 ft., one target.
Hit: 8 (1d6+5) Piercing damage Hit: 9 (1d6+6) Piercing damage
Magic Longbow. Two-Handed Ranged Attack: +10 to Magic Longbow. Two-Handed Ranged Attack: +13 to
hit, range 150/600 ft., one target. Hit: 10 (1d10+5) hit, range 150/600 ft., one target. Hit: 11 (1d10+6)
Piercing damage plus 7 (2d6) cold, fire, or lightning Piercing damage plus 10 (3d6) fire, cold, or
damage lightning damage
31
Octoroks
These once aquatic animals have adapted numerous forms to
Octorok
Armor Class 12
Speed 10
Challenge 1 (200 XP)
Languages --
Actions
32
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wizzrobes
These spell-casting monsters can be found all over Hyrule.
A
Fire Wizzrobe
H
Medium fey, Chaotic Evil
Sp
Ch
Armor Class 15
Speed 25
8
Challenge 2 (450 XP)
Sa
STR DEX CON INT WIS CHA D
D
8 (-1) 15 (+2) 8 (-1) 11 (+0) 17 (+3) 12 (+1) Se
La
Saving Throws Wisdom +5
Damage Vulnerabilities cold A
Damage Resistances fire w
Senses Passive Perception 13
Languages Moblin, Sylvan A
an
Airwalk. The Wizzrobe can use its walking speed to Ro
walk through the air at up to a 45 degree angle.
A
Arcane Focus. The Wizzrobe uses its Fire Rod as an M
arcane focus. Without it, it cannot use its Fire Rod, ft
Summon Monsters, or Change Weather actions.
Su
Actions Ke
Fire Rod. Ranged Spell Attack: +5 to hit, range 60 ft., sp
one target. Hit: 7 (2d6) fire damage Ch
vi
Summon Monsters (Recharge 6). 3 (1d4+1) Fire
fir
Keese or Small Fire Chuchus appear in unoccupied
th
spaces within 30 feet of the Wizzrobe.
Th
Change Weather. The temperature in the Wizzrobe's W
vicinity becomes unbearably hot, dealing 2 (1d4)
In
fire damage to each creature without fire resistance
W
that starts its turn within 300 feet of the Wizzrobe.
W
This effect persists for one hour or until the
ta
Wizzrobe is reduced to 0 hit points.
Invisibility. As a bonus action on its turn, the
Wizzrobe becomes invisible, or ends its invisibility.
While invisible it is immune to all damage but can
take no actions other than to end its invisibility.
33
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Ice Wizzrobe
B
Medium fey, Chaotic Evil
M
A
Armor Class 15
H
Hit Points 18 (5d8-5)
Sp
Speed 25
Challenge 2 (450 XP)
Ch
8
8 (-1) 15 (+2) 8 (-1) 11 (+0) 17 (+3) 12 (+1)
Sa
Saving Throws Wisdom +5
D
Damage Vulnerabilities fire
D
Damage Resistances cold Se
Senses Passive Perception 13 La
Languages Moblin, Sylvan
A
Airwalk. The Wizzrobe can use its walking speed to w
walk through the air at up to a 45 degree angle.
A
Arcane Focus. The Wizzrobe uses its Ice Rod as an ar
arcane focus. Without it, it cannot use its Ice Rod, Su
Summon Monsters, or Change Weather actions.
A
Actions
Bl
Ice Rod. Ranged Spell Attack: +5 to hit, range 60 ft., ft
one target. Hit: 7 (2d6) cold damage
Su
Summon Monsters (Recharge 6). 3 (1d4+1) Ice Ke
Keese or Small Ice Chuchus appear in unoccupied sp
spaces within 30 feet of the Wizzrobe.
Ch
Change Weather. The temperature in the Wizzrobe's vi
vicinity becomes unbearably cold, dealing 2 (1d4) co
cold damage to each creature without cold re
resistance that starts its turn within 300 feet of the W
Wizzrobe. This effect persists for one hour or until th
the Wizzrobe is reduced to 0 hit points.
In
Invisibility. As a bonus action on its turn, the W
Wizzrobe becomes invisible, or ends its invisibility. W
While invisible it is immune to all damage but can ta
take no actions other than to end its invisibility.
Magic Rods
Each Wizzrobe has a Magic Rod. This is a wand
with 6 charges that can be used as an arcane focus.
A non-Wizzrobe wielder can expend one charge
to use the Wizzrobe's Rod action as a spell attack.
Wisdom is the spellcasting ability for this attack.
The Rod regains 1d6 charges each dawn.
Fire Rods, Ice Rods, and Electric Rods are
Uncommon magic items, while Meteo Rods, Blizz
Rods, and Thunder Rods are Rare.
34
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Electric Wizzrobe
T
Medium fey, Chaotic Evil
M
A
Armor Class 15
H
Hit Points 18 (5d8-5)
Sp
Speed 25
Challenge 2 (450 XP)
Ch
8
8 (-1) 15 (+2) 8 (-1) 11 (+0) 17 (+3) 12 (+1)
Sa
Saving Throws Wisdom +5
D
Damage Resistances lightning
Se
Senses Passive Perception 13 La
Languages Moblin, Sylvan
A
Airwalk. The Wizzrobe can use its walking speed to w
walk through the air at up to a 45 degree angle.
A
Arcane Focus. The Wizzrobe uses its Electric Rod as an
an arcane focus. Without it, it cannot use its Electric Th
Rod, Summon Monsters, or Change Weather actions. ac
Actions A
Electric Rod. Ranged Spell Attack: +5 to hit, range 60 Th
ft., one target. Hit: 7 (2d6) lightning damage 6
Summon Monsters (Recharge 6). 3 (1d4+1) Electric Su
Keese or Small Electric Chuchus appear in Ke
unoccupied spaces within 30 feet of the Wizzrobe. un
Change Weather. The Wizzrobe starts an electric Ch
storm in its vicinity, dealing 2 (1d4) lightning st
damage to each creature without lightning da
resistance that starts its turn within 300 feet of the re
Wizzrobe. This effect persists for one hour or until W
the Wizzrobe is reduced to 0 hit points. th
Invisibility. As a bonus action on its turn, the In
Wizzrobe becomes invisible, or ends its invisibility. W
While invisible it is immune to all damage but can W
take no actions other than to end its invisibility. ta
35
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Keese
This nocturnal bat-like species is weak enough to fell with a
Keese
Armor Class 12
36
Chuchus
"This gel-based monster can be found all over Hyrule. It
ground or from trees. Its strength varies by size, and the type
Small Chuchu
Armor Class 9
Skills Stealth +3
Languages --
37
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Malice Slime Malice Sponge. Whenever the Malice Slime is dealt
necrotic damage, prevent that damage and it regains
Various Size Ooze, Neutral Evil
that many hitpoints instead.
L
Th
ti
Th
st
A
41
Gold Lynel Multiattack. The Lynel makes five melee attacks or three
Large monstrosity (centaur), Neutral Evil ranged attacks.
Greatclub. One-Handed Melee Attack: +18 to hit, reach
Armor Class 21 (Studded Armor, Shield) 10 ft., one target. Hit: 17 (2d6+10) Bludgeoning
Hit Points 435 (30d10+270) damage
Speed 70
Greatsword. One-Handed Melee Attack: +18 to hit,
reach 10 ft., one target. Hit: 17 (2d6+10) Slashing
STR DEX CON INT WIS CHA damage plus 14 (4d6) cold, fire, or lightning damage
31 (+10) 30 (+10) 29 (+9) 13 (+1) 19 (+4) 10 (+0) Glaive. One-Handed Melee Attack: +18 to hit, reach 15
ft., one target. Hit: 15 (1d10+10) Slashing damage
Saving Throws Strength +18, Constitution +17 Greatbow. Two-Handed Ranged Attack: +18 to hit,
Skills Perception +12 range 100/400 ft., one target. Hit: 15 (1d10+10)
Damage Resistances Bludgeoning, Piercing, and Piercing damage plus 17 (5d6) cold, fire, or lightning
Slashing From Nonmagical Attacks damage
Damage Immunities Cold, Fire, and Lightning
Fire Breath (Recharge 5-6). The Lynel exhales fire in a
Condition Immunities Charmed, Frightened
60-foot cone. Each creature in that area must make a
Senses Darkvision 120 ft., Passive Perception 22
DC 15 Dexterity saving throw, taking 52 (15d6) fire
Languages Common, Moblin
damage on a failed save, or half as much damage on a
Challenge 30 (155,000)
successful one.
Danger Sense. The Lynel has advantage on Dexterity Legendary Actions
saving throws against effects it can see.
The Lynel can take 3 legendary actions, only one at a
Legendary Critical. The Lynel scores a critical hit on a roll time and only at the end of another creature's turn. The
of 17 to 20 on the d20. Lynel regains spent legendary actions at the start of its
turn.
Legendary Resistance (3/day). If the Lynel fails a saving
throw, it can choose to succeed instead.
Attack. The Lynel makes one attack.
42 Actions
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Guardians
"The Sheikah of ancient Hyrule developed this as a weapon
to combat Ganon. Its six legs give it extraordinary mobility,
and its powerful laser provides far greater offensive capability
than conventional weaponry. Destroying the legs severely
reduces its mobility. Its laser eye is its weak point."
Guardian Stalker Vulnerable Eye: When a critical hit is scored against the
Guardian, it is blinded and stunned until the end of its
Large Construct, Unaligned
next turn.
Stalker. The Guardian can Dash as a bonus action. Laser. The Guardian makes a Laser attack if it is charged,
or rolls to recharge if it is not.
.
Guardian Tower/Ruined Guardian
A Guardian Tower is a stationary variant of the
Guardian Stalker. It has no movement speed, no
Stalker feature, and no Move Legendary Action.
A Ruined Guardian is the same as a Guardian
Tower, but it has half as many hit points.
Blight Ganons
These phantoms of Ganon were designed to attack the
Divine Beasts and their Champions. They are made of The Blight Ganons can be fought in any order, so
Guardian parts animated by Malice. their game statistics are modular. Combine them
appropriately for the order you fight them in.
Blight Ganon 1
Large construct, Neutral Evil
Blight Ganon 2
Armor Class 15 (Natural Armor) Large construct, Neutral Evil
Hit Points 105 (10d10+50)
Speed Fly 60 ft. (hover)
Armor Class 17 (Natural Armor)
Hit Points 210 (20d10+100)
STR DEX CON INT WIS CHA Speed Fly 60 ft. (hover)
17 (+3) 17 (+3) 20 (+5) 11 (+0) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA
Saving Throws Constitution +8
17 (+3) 17 (+3) 20 (+5) 11 (+0) 12 (+1) 5 (-3)
Skills Perception +4
Damage Vulnerabilities radiant
Damage Resistances Bludgeoning, Piercing, and Saving Throws Strength +7, Constitution +9
Slashing From Nonmagical Attacks Skills Athletics +7, Perception +5
Damage Immunities poison, necrotic Damage Vulnerabilities radiant
Condition Immunities Charmed, Exhaustion, Damage Resistances Bludgeoning, Piercing, and
Frightened, Paralyzed, Petrified, Poisoned Slashing From Nonmagical Attacks
Senses Passive Perception 14 Damage Immunities poison, necrotic
Languages Moblin and Sheikah; cannot speak Condition Immunities Charmed, Exhaustion,
Challenge 5 (1,800 XP) Frightened, Paralyzed, Petrified, Poisoned
Senses Passive Perception 15
Legendary Resistance (1/day). If the Blight Ganon fails Languages Moblin and Sheikah; cannot speak
a saving throw, it can choose to succeed instead. Challenge 10 (5,900 XP)
Actions
Multiattack. The Blight Ganon makes four attacks
Attack Bonus. +8
Legendary Actions
The Blight Ganon can take 3 legendary actions. Only
one legendary action option can be used at a time
and only at the end of another creature’s turn. The
Blight Ganon regains spent legendary actions at the
start of its turn.
Attack. The Blight Ganon makes one attack.
45
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Windblight Ganon Fireblight Ganon
Damage Vulnerabilities fire Damage Vulnerabilities cold
Damage Resistances cold Damage Resistances fire
Actions Actions
Beam. Ranged Attack: Range 100/300 ft., one Sword. Melee Attack: Reach 5 ft., one target. Hit: 10
target. Hit: 10 (2d6+3) radiant plus 1: 2 (1d4) or 2: (2d6+3) radiant plus 1: 2 (1d4) or 2: 3 (1d6) or 3: 4
3 (1d6) or 3: 4 (1d8) or 4: 5 (1d10) cold damage.
(1d8) or 4: 5 (1d10) fire damage.
Lasers (Recharge 5-6). Ranged Attack: Range 90 ft., Flaming Sphere (Recharge 5-6). A 5-foot-diameter
three targets. Hit: 1: 14 (4d6) or 2: 18 (4d8) or 3: sphere of fire appears in an unoccupied adjacent
22 (4d10) or 4: 26 (4d12) radiant damage. space and lasts for 1d4+1 rounds or until it takes
any damage, during which time Fireblight Ganon can
Wind Wall. Windblight Ganon causes the effects of a
move it up to 30 feet per round. The first time any
wind wall spell that lasts 1d4+1 rounds.
creature comes within 5 feet of the sphere on a turn
Legendary Actions it must make a Dexterity saving throw. The creature
takes 1: 14 (4d6) or 2: 18 (4d8) or 3: 22 (4d10) or
Wind Wall. (as the Action) 4: 26 (4d12) fire damage on a failed save, or half as
much damage on a successful one. The Sphere has
an AC of 12 plus the Blight Ganon number.
Legendary Actions
Waterblight Ganon Move Flaming Sphere up to 30 feet.
Actions
Ice Sphere (Recharge 5-6). A 5-foot-diameter sphere
of ice appears in an unoccupied adjacent space and Sword. Melee Attack: Reach 5 ft., one target. Hit: 10
lasts for 1d4+1 rounds or until it takes any damage, (2d6+3) radiant plus 1: 2 (1d4) or 2: 3 (1d6) or 3: 4
during which time Waterblight Ganon can move it (1d8) or 4: 5 (1d10) lightning damage.
Legendary Actions
Control Water. (as the Action)
47
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Dark Beast Ganon Tail. Melee Attack: +19 to hit, reach 20 ft., one target.
Hit: 24 (4d6 + 10) necrotic damage. If the target is a
Gargantuan fiend, Neutral Evil
creature, it must succeed on a DC 20 Strength saving
throw or be knocked prone.
Armor Class 25
Hit Points 990 (33d20+330) Frightful Presence. Each creature of Dark Beast Ganon's
Speed 40 ft. choice within 120 feet of it and aware of it must
succeed on a DC 17 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
STR DEX CON INT WIS CHA saving throw at the end of each of its turns, with
disadvantage if Dark Beast Ganon is within line of sight,
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0) ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the
Saving Throws Int +5, Wis +9, Cha +9 creature is immune to Dark Beast Ganon's Frightful
Skills skills Presence for the next 24 hours.
Damage Vulnerabilities Radiant
Swallow. Dark Beast Ganon makes one bite attack
Damage Resistances Bludgeoning, Piercing, Slashing, against a Large or smaller creature it is grappling. If the
Psychic, Thunder
attack hits, the target takes the bite's damage, the
Damage Immunities Acid, Cold, Fire, Lightning, Poison,
target is swallowed, and the grapple ends. While
Necrotic; Bludgeoning, Piercing, and Slashing From swallowed, the creature is blinded and restrained, it has
Nonmagical Attacks
total cover against attacks and other effects outside
Condition Immunities Charmed, Frightened, Grappled, Dark Beast Ganon, and it takes 56 (16d6) necrotic
Paralyzed, Poisoned, Restrained damage at the start of each of Dark Beast Ganon's
Senses Blindsight 120 ft., Passive Perception 10
turns. If Dark Beast Ganon takes 60 damage or more on
Languages Common, Moblin, Sheikah; cannot speak a single turn from a creature inside it, it must succeed
Challenge 30 (155,000 XP)
on a DC 20 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which fall
Legendary Resistance (3/day). If Dark Beast Ganon fails a prone in a space within 10 feet of Dark Beast Ganon. If
saving throw, it can choose to succeed instead. Dark beast Ganon dies, a swallowed creature is no
Magic Resistance. Dark Beast Ganon has advantage on longer restrained by it and can escape from the corpse
saving throws against spells and other magical effects. by using 30 feet of movement, exiting prone.
Malice Sponge. Whenever Dark Beast Ganon is dealt Spawn Malice. 1d6+4 Malice Slimes appear in
necrotic damage, prevent that damage and it regains unoccupied spaces within 300 feet of Dark Beast
that many hitpoints instead. Ganon, each one taking up 1d4+1 5 foot squares. Each
one should appear on a Divine Beast Control Terminal
Regeneration. Dark Beast Ganon regains 20 hit points at or Main Control Console if possible.
the start of its turn and cannot die. The Magic that Seals
the Darkness can banish it, but it cannot be killed. Legendary Actions
Actions Calamity Ganon can take 5 legendary actions, choosing
from the options below. Only one legendary action
Multiattack. Dark Beast Ganon can use its Frightful option can be used at a time and only at the end of
Presence. It then makes five attacks: one bite, two another creature’s turn. Calamity Ganon regains spent
hooves, one tusks, and one tail. It can use its Swallow legendary actions at the start of its turn.
instead of its bite.
Attack. Calamity Ganon makes one hoof or tail attack.
Bite. Melee Attack: +19 to hit, reach 10 ft., one target.
Hit: 36 (4d12 + 10) necrotic damage. If the target is a Chomp (Costs 2 Actions). Calamity Ganon makes one
creature, it is grappled (escape DC 20). Until this bite attack or uses its Swallow.
grapple ends, the target is restrained, and Dark Beast Spawn Malice. 1 Malice Slime appears in an unoccupied
Ganon can't bite another target. space within 300 feet of Dark Beast Ganon taking up
Hooves. Melee Attack: +19 to hit, reach 15 ft., one 1d4+1 5 foot squares. Dark Beast Ganon can take this
target. Hit: 28 (4d8 + 10) necrotic damage. Legendary Action multiple times at once.
Tusks.
This isMelee Attack:
unofficial +19 topermitted
Fan Content hit, reach 10 ft.,
under theone target. Policy. Not approved/endorsed by Wizards. Portions of the materials used
Fan Content
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hit: 32 (4d10 + 10) necrotic damage.
Index
A G O
Ancient Armor ... 13 Ganon ... 47-48 Octoroks ... 32
Ancient Arrows ... 13 Gerudo (Race) ... 6
Ancient Bow ... 13 Gerudo Armor ... 14 P
Ancient Weapon ... 13 Gods ... 11 Paraglider ... 15
Armor ... 13-16 Golden Goddesses ... 11 Patrons ... 11
Goron (Race) ... 7 Pegasus Boots ... 15
B Guardians ... 43 Piloting ... 23
Blight Ganons ... 44-46 H Power Gauntlets ... 15
Blizzrobe ... 34
Bokoblins ... 25-26 Hover Boots ... 14 R
Bomb Arrow ... 13 Hylia (Goddess) ... 11 Races ... 5-10
Boomerang ... 14 Hylian (Race) ... 8 Rito (Race) ... 9
Bosses ... 39-48 Hylian Shield ... 14 Roc's Feather ... 15
Bow of Light ... 13 Hyrule (Map) ... 3-4 Rubber Armor ... 15
C I S
Calamity Ganon ... 47-48 Ice Arrows ... 13 Sheikah Slate ... 17
Chuchus ... 37 Ice Chuchu ... 37 Shock Arrows ... 13
Credits ... 50 Ice Keese ... 36 Snowquill Armor ... 16
Culture ... 11 Ice Wizzrobe ... 34 Spiked Boots ... 16
Iron Boots ... 14 Stealth Armor ... 16
D Items ... 12-17, 34 Switch Hook ... 16
Dark Beast Ganon ... 48 K The Sword That Seals the Darkness ... 15
Demise (God) ... 11
Din (Goddess) ... 11 Keese ... 36 T
Divine Beasts ... 18-23 Korok Leaf ... 14 Thunder Helm ... 16
E L Thunder Wizzrobe ... 35
Thunderblight Ganon ... 44-46
Electric Chuchus ... 37 Languages ... 11 Travel Medallion ... 16
Electric Keese ... 36 Lizal Boomerang ... 14
Electric Wizzrobe .. 35 Lizalfos ... 29-31 V
Enemies ... 24-48 Lynels ... 40-42 Vah Medoh ... 21
F M Vah Naboris ... 20
Vah Rudania ... 22
Farore (Goddess) ... 11 Magic Items ... 13-17, 34 Vah Ruta ... 19
Fire Arrows ... 13 Magic Potion ... 15
Fire Chuchu ... 37 Magic Rods ... 34 W
Fire Keese ... 36 Malice ... 38 Waterblight Ganon ... 44-46
Fire Wizzrobe ... 33 Maps ... 3-4 Weapons ... 13-15, 34
Fireblight Ganon ... 44-46 The Master Sword ... 15 Windblight Ganon ... 44-46
Flameblade ... 14 Meteo Wizzrobe ... 33 Wizzrobes ... 33-35
Flamebreaker Armor ... 14 Moblins ... 27-28 Wondrous Items ... 14-17
Frostblade ... 14 Monsters ... 24-48
Z
N
Zora Armor ... 16
Nayru (Goddess) ... 11 Zora (Race) ... 10
49
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Credits:
Maps: Caleb Wichman
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