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Contents

Maps 3
Races 5
Culture 11
Items 12
Divine Beasts 18
Enemies 24
Bosses 39
Index 49
Credits 50

Note: This is a Setting Guide


This is not a total conversion of Breath of the Wild into
Dungeons and Dragons, rather this is a guide for playing D&D
in Hyrule as presented in Breath of the Wild. Do not expect to
see many game mechanics being converted over. You are not
playing a Zelda game, you are playing D&D in a Zelda setting.

* 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.

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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
and li
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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

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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.

Sheikah Variant Hylian Traits


Sheikah are a subrace of Hylian. They tend to be If your campaign uses the optional Feat rules, you
more secretive and are far less widespread across can replace the Ability Score Increase racial trait
Hyrule, concentrated mainly in Kakariko Village. with the following traits:
They have a special focus on ancient technology, Ability Score Increase. Two different ability scores
and can live to be over 120 years old. of your choice increase by one.
Skilled. You gain proficiency with one skill of
your choice.
Feat. You gain one feat 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

Gods and Patrons


Hylia T
T
Hylia is the most commonly worshiped goddess in H
Hyrule. She is the Neutral Good Goddess of Life, a
Light, and the Sky. Her Clerics often have the Life,
Light, or Protection Domain, and her Paladins often T
take the Oath of Devotion or Redemption. She can
also be Patron to Celestial Warlocks. T
H
The Golden Goddesses* a
P
The Golden Goddesses are mostly forgotten in this re
age, but studiers of archaic lore may still know of
them and follow them. They may be worshiped as a
group or individually. Their Clerics often have the
Arcana, Knowledge, Life, or Light Domain, and their
Paladins often take the Oath of Devotion. They can
also be Patrons to Celestial or Seeker Warlocks.
Din is the Chaotic Good Goddess of Power, Fire,
and the Seasons. Her Clerics often have the Forge,
Trickery, or War Domain, and her Paladins often
take the Oath of Vengeance. She can also be
Patron to Fiend Warlocks.
Nayru is the Lawful Good Goddess of Wisdom,
Water, and Time. Her Clerics often have the
Protection or Tempest Domain, and her Paladins
often take the Oath of the Crown or Redemption.
Farore is the Neutral Good Goddess of Courage,
the Wind, and Secrets. Her Clerics often have the
Nature Domain, and her Paladins often take the
Oath of the Ancients. She is also followed by some
Druids, and can be Patron to Archfey Warlocks.
Demise*
Nobody worships Demise, at least not openly. Also
largely forgotten in this age, Demise is the Neutral
Evil God of Destruction and Malice whose hatred
was reborn as the Calamity Ganon. His Clerics
often have the Death, Madness, or War Domain,
and his Paladins often take the Oath of Conquest,
or are Oathbreakers. He can also be Patron to
Fiend or Hexblade Warlocks.
Items
Ancient Armor Ancient Weapon
Armor (half plate or plate)
Weapon (any melee), Rare
Very Rare (requires attunement)
You have a +2 bonus to attack and
While wearing this armor, you have damage rolls made with this magic
a +3 bonus to AC. This bonus is in weapon.
addition to the armor's normal
This weapon deals force damage instead of its
bonus to AC.
normal damage type.
While wearing this armor, your Ancient Weapons
deal an additional 2d6 force damage, and you gain
damage resistances: fire, radiant, thunder;
bludgeoning, piercing, and slashing from
nonmagical weapons.
The smoothly articulated gears and joints in this Bomb Arrow
armor do not give disadvantage on stealth checks. Ammunition (arrow)

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)

barrage with a DC of 8 plus your Proficiency bonus Common (25gp)


plus your Dexterity modifier, requiring no
components other than the fired arrow. The arrow A target hit by this magic arrow
can be magical, and if it has additional effects a takes an additional 1d4 fire, cold, or lightning
damage. This damage increases to 1d6 if fired from
creature who fails its saving throw also takes the
additional effects of that arrow. a magic bow.

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

Armor While wearing these boots, your speed


is reduced to 15 and you sink like a
Armor (plate), Uncommon stone in water. However, you are
immune to being knocked prone or forced to move.
While wearing this armor, you are
resistant to fire damage and
immune to nonmagical fire damage except from
lava.

Korok Leaf
Weapon (fan), Uncommon

Gerudo Armor When you attack with this weapon,


a line of strong wind 15 feet long
Armor (studded leather), Common and 5 feet wide blasts from you in
a direction you choose.
While wearing this armor, you are
immune to the negative effects of Each creature in the line must succeed on a DC 13
a hot environment. Strength saving throw or be pushed 10 feet away
from you in the direction of the line. Large creatures
have advantage on the save; Huge, Gargantuan, or
Legendary creatures automatically succeed. The
wind disperses gas or vapor and extinguishes
unprotected flames in its area.
Hover Boots*
Wondrous item (boots), Uncommon
While wearing these boots, you can
walk horizontally on open air for up to
20 consecutive feet. You fall at the end Lizal Boomerang
of this distance or at the end of the turn if you are Weapon (scimitar), Mundane (30gp)
still in the air and nothing else is holding you aloft.
This scimitar has the thrown property
with a range of 20/60 ft. It returns to
your hand at the end of the turn it
was thrown if there is a clear path.

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Magic Potion* Pegasus Boots*
When you drink this potion, you can Wondrous item (boots)

choose expended Spell Slots to recover. Very Rare (requires attunement)


The Spell Slots can have a combined level
that is equal to or less than the result on While you wear these boots, you can
the dice rolled, and none of the slots can use a Bonus Action and click the
be 6th level or higher. boots' heels together to gain the
effects of a haste spell until you click your heels
For example, if you roll a 2, you can recover either a together again to end the effect. When the boots'
2nd-level Spell Slot or two 1st-level Spell Slots. property has been used for a total of 10 minutes,
the magic ceases to function until you finish a Long
If you are a Warlock, you regain a set number of
Rest.
Spell Slots instead, as shown on the table.
If you move at least 20 feet straight toward a target
Magic Potions have no effect if you have not
while under the boots' magical effect and then hit it
finished a short or long rest since last drinking one.
with a melee Attack on the same turn, the attack
Warlock
deals an extra 2d6 damage. If the target is a
Potion Rarity Price Slots Slots creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone. If it is an object
Magic Common 50gp 1d4 1
or structure, the attack deals double damage.
Greater Magic Uncommon 100gp 2d4 1
Superior Magic Rare 500gp 4d4 2
Supreme Magic Very Rare 5,000gp 8d4 4

Power Gauntlets*
Wondrous item (gloves)

Rare (requires attunement)


Your Strength score is 19 while you
The Master Sword wear these gauntlets, unless your Strength score
Weapon (longsword)
was already higher.
Legendary (requires attunement) While wearing these gauntlets, you double the
weight when determining your carrying capacity and
You have a +3 bonus to attack and damage
the weight you can push, drag, or lift, and you deal
rolls made with this magic longsword.
double damage to objects and structures.
The Master Sword deals 2d6 slashing
damage instead of the normal damage for a
longsword. Creatures of malice take an
additional 2d6 radiant damage.
You can use a bonus action to increase the
Master Sword's reach by 30 feet until the Roc's Feather*
end of your turn. This manifests as a beam Wondrous Item, Common
of light in the shape of the sword's blade being
flung at the target when you swing it. As a bonus action while holding this
feather, you can fly up to 10 feet without
provoking opportunity attacks.

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.

Sheikah Slate Fast Travel


Wondrous Item, Legendary As an action, you disintegrate into particles of magical
blue light. These particles fly at 530 feet per round (one
Sheikah Slates are tablets of ancient mile per minute), passing through any barriers in the
technology that use runes to cause way, bringing you to a waypoint of your choice that you
various magical effects. They can also previously registered with your Sheikah Slate, where
interface with ancient technology you are reconstructed when you arrive. Only certain
such as Shrines and Divine Beasts. ancient structures are able to be registered as
A Sheikah Slate starts with only the Camera, Album, waypoints, such as Shrines and Divine Beasts.
Map, Scope, and Compendium runes unlocked. Further Message*
runes can be unlocked via research at Tech Labs or in As an action you cause the effects of a message spell,
ancient Shrines. The Sheikah Slate must be held in both targeting a creature you are familiar with who is in
hands to use any of its runes. You can only activate one possession of a Sheikah Slate that you have registered
rune per turn, even if you have extra actions. with your own. You can target any number of creatures
with the same action, and there is no maximum range.
Camera and Album You can also use this rune to transmit information
You can use these runes to take photographs and to between Sheikah Slates, such as photographs,
view photographs you have taken, respectively. Compendium data, map pins, etc. You must have
Map and Scope registered the other Sheikah Slate with yours to
The Map rune stores a map of Hyrule, which you can transmit data to it.
use to check your relative position to known landmarks. Remote Bomb
The map view also includes a clock and a thermometer. As an action, you create a 2 ft. sphere or cube made of
The Scope rune can be used as a spyglass. You can magical blue light. As part of the same action, you can
place a pin on a location you can see through the set it down next to you or throw it up to 30 feet away.
Scope, and that pin will appear on the Map. You can Then, as a bonus action, you can cause the sphere or
store up to 4 pins at a time. cube to explode, dealing 2d6 force damage to every
Compendium creature in a 10 foot radius -- and knocking them prone
You can use this rune to keep track of descriptions and if they are Medium or smaller -- and twice that much
statistics of items and creatures you have encountered. damage to objects and structures in that area. You can
only have up to one sphere and one cube at a time. You
Sensor must use two hands to activate this rune or to detonate
As an action, choose an object or creature you have a bomb, but the bomb persists even if you are not
registered in the Compendium, or a pin you have holding the Sheikah Slate.
placed on your Map. Until you dismiss the effect as a
bonus action, each time you move you know whether Somaris*
you are getting closer to or further from that pin, or the As an action, you create a 5 foot cube made of solid
closest instance of that creature or object if there is blue magical light in an unoccupied space adjacent to
one within 1,000 feet of you, otherwise you know the you. It weighs 200 lbs, but you can push, drag, lift, or
target is too far away to sense (there is no maximum throw it as though it were weightless. It is immune to
range for sensing a map pin). You must use two hands environmental damage (such as from falling or lava),
to activate this rune or to dismiss its effect, but the but can be attacked as any other object. It persists until
effect persists even while not holding the Sheikah Slate. it takes any damage, you destroy it as a bonus action, or
you create another cube. You must use two hands to
Cryonis activate this rune or to destroy the cube, but the cube
Choose a 10 foot square of water you can see within persists even while not holding the Sheikah Slate.
120 feet of you and spend an action. A 14 foot tall
pillar of ice rises from the surface of this water, Stasis
remaining stationary even if the water is moving. The Choose a creature or object within 30 feet of you and
sides of this pillar are rough and easy to climb. The spend an action. That creature or object becomes
pillar persists for one minute, until it takes any fire frozen in place. If it is a creature, it is frozen until the
damage, or until you destroy it as a bonus action, at start of its next turn. If it is an object, it is frozen for
which point it melts into water. Also, if you create a five rounds. You can also release the Stasis as a bonus
fourth pillar, the oldest pillar of the current three melts action or reaction. All momentum the object or
into water. You must use two hands to activate this creature had when it was frozen is maintained, and all
rune or to destroy a pillar, but the pillars persist even force applied to it while frozen (with the exception of
while you are not holding the Sheikah Slate. gravity) changes or adds to that momentum as
appropriate. Creatures and objects are immune to all
Magnesis damage while frozen. You may only have one target
As an action, you cause the effects of a telekinesis frozen this way at a time. You must use two hands to
spell. The target object must not be held or worn by a freeze or unfreeze a target, but the target remains
creature, and must be made primarily of metal.
frozen even if you are not holding the Sheikah Slate.

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.

Vah Ruta can also generate pools or streams of


clean, drinkable water anywhere in or on its body.
Zora can use these to maintain their Soaked Skin.

19
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.

Vah Naboris can also cause a sandstorm to start or


stop in a one-mile radius around itself. This takes
1d4+1 minutes to fully take effect.

20
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.
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.

Vah Medoh can also control the speed and


direction of wind anywhere in or on its body.

21
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.
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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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

ferocious carnivores, they actually enjoy fruit as well."

Armor Class 15 (Shield)


Hit Points 21 (6d6)
Speed 30 ft
Red Bokoblin
Medium humanoid (goblinoid), Chaotic Evil STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 8 (-1) 8 (-1) 8 (-1)
Armor Class 14 (Shield)
Hit Points 7 (2d6)
Speed 30 ft Skills Survival +1
Senses Darkvision 60 ft., Passive Perception 9
Languages Moblin
STR DEX CON INT WIS CHA Challenge 1 (200 XP)
8 (-1) 14 (+2) 10 (+0) 8 (-1) 8 (-1) 8 (-1)
Actions
Senses Darkvision 60 ft., Passive Perception 9 Club. Melee Attack: +5 to hit, reach 5 ft., one target.
Languages Moblin Hit: 6 (1d6+3) Bludgeoning damage
Challenge 1/4 (50 XP)
Spear. Two-Handed Melee Attack: +5 to hit, reach
10 ft., one target. Hit: 7 (1d8+3) Piercing damage
Actions Claws. Melee Attack: +5 to hit, reach 5 ft., one
Club. Melee Attack: +4 to hit, reach 5 ft., one target. target. Hit: 5 (1d4+3) Slashing damage
Hit: 5 (1d6+2) Bludgeoning damage
Shortbow. Two-Handed Ranged Attack: +5 to hit,
Spear. Two-Handed Melee Attack: +4 to hit, reach range 80/320 ft., one target. Hit: 6 (1d6+3)
10 ft., one target. Hit: 6 (1d8+2) Piercing damage Piercing damage
Claws. Melee Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) Slashing damage
Shortbow. Two-Handed Ranged Attack: +4 to hit,
range 80/320 ft., one target. Hit: 5 (1d6+2)
Piercing damage

Black Bokoblin Improved Critical. The Bokoblin scores a critical hit on a


Medium humanoid (goblinoid), Chaotic Evil roll of 19 or 20 on the d20.

Armor Class 16 (Shield) Actions


Hit Points 45 (10d6+10) Multiattack. The Bokoblin makes two melee attacks
Speed 30 ft
Shortsword. Melee Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6+4) Piercing damage
STR DEX CON INT WIS CHA
Spear. Two-Handed Melee Attack: +7 to hit, reach 10
8 (-1) 18 (+4) 12 (+1) 8 (-1) 8 (-1) 8 (-1) ft., one target. Hit: 8 (1d8+4) Piercing damage
Claws. Melee Attack: +7 to hit, reach 5 ft., one target. 25
ThisSaving throws Strength +2
is unofficial Fan Content permitted
Skills Perception +2, Survivalare
under the Fan Content Policy. Not Hit:
approved/endorsed by Wizards.
6 (1d4+4) Slashing
+2property of Wizards of the Coast. ©Wizards of the Coast LLC.
Portions of the materials used
damage
Senses Darkvision 60 ft Passive Perception 12 Shortbow Two-Handed Ranged Attack: +7 to hit range
Silver Bokoblin Gold Bokoblin
Medium humanoid (goblinoid), Chaotic Evil Medium humanoid (goblinoid), Chaotic Evil

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)

Saving throws Strength +4 Saving throws Strength +5


Skills Athletics +4, Perception +4, Survival +4 Skills Athletics +5, Perception +6, Survival +6
Damage Resistances Bludgeoning, Piercing, and Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Slashing From Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13 Senses Darkvision 60 ft., Passive Perception 13
Languages Moblin Languages Moblin
Challenge 9 (5,000 XP) Challenge 15 (13,000)

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

Legendary Actions Legendary Actions


The Bokoblin can take 3 legendary actions, only one The Bokoblin can take 3 legendary actions, only one
at a time and only at the end of another creature's at a time and only at the end of another creature's
turn. The Bokoblin regains spent legendary actions turn. The Bokoblin regains spent legendary actions
at the start of its turn. at the start of its turn.
Attack. The Bokoblin makes one attack. Attack. The Bokoblin makes one attack.
Moblins
"This heavyweight species of monster can be found all over
Hyrule. They're physically very strong, their legs alone strong Blue Moblin
enough to resist the force of a bomb blast. They're much Large humanoid (goblinoid), Chaotic Evil
more dangerous than Bokoblins. In fact, Moblins have been
known to pick up Bokoblins and throw them as makeshift
projectile weapons."

Armor Class 13 (Natural Armor)


Hit Points 68 (8d10+24)
Speed 30 ft

Red Moblin STR DEX CON INT WIS CHA


Large humanoid (goblinoid), Chaotic Evil
19 (+4) 10 (+0) 16 (+3) 8 (-1) 8 (-1) 8 (-1)
Armor Class 12 (Natural Armor)
Senses Darkvision 60 ft., Passive Perception 9
Hit Points 30 (4d10+8)
Languages Moblin
Speed 30 ft
Challenge 2 (450 XP)

STR DEX CON INT WIS CHA Actions


17 (+3) 10 (+0) 14 (+2) 8 (-1) 8 (-1) 8 (-1) Greatclub. Melee Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8+4) Bludgeoning damage
Senses Darkvision 60 ft., Passive Perception 9
Languages Moblin Spear. Melee Attack: +7 to hit, reach 10 ft., one
target. Hit: 11 (2d6+4) Piercing damage
Challenge 1 (200 XP)
Gore. Melee Attack: +7 to hit, reach 5 ft., one target.
Actions Hit: 9 (1d10+4) Piercing damage
Javelin. Ranged Attack: +7 to hit, range 30/120 ft.,
Greatclub. Melee Attack: +5 to hit, reach 5 ft., one
one target. Hit: 9 (1d10+4) Piercing damage
target. Hit: 12 (2d8+3) Bludgeoning damage
Spear. Melee Attack: +5 to hit, reach 10 ft., one
target. Hit: 10 (2d6+3) Piercing damage
Gore. Melee Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10+3) Piercing damage
Javelin. Ranged Attack: +5 to hit, range 30/120 ft.,
one target. Hit: 8 (1d10+3) Piercing damage

Black Moblin Danger Sense. The Moblin has advantage on Dexterity


saving throws against effects it can see.
Large humanoid (goblinoid), Chaotic Evil
Actions
Armor Class 14 (Natural Armor)
Hit Points 114 (12d10+32) Multiattack. The Moblin makes two melee attacks
Speed 30 ft Greatsword. Melee Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (2d10+5) Slashing damage
STR DEX CON INT WIS CHA Glaive. Melee Attack: +9 to hit, reach 15 ft., one target. 27
This 20
is unofficial Fan Content permitted 8under
(+5) 10 (+0) 18 (+4)
the Fan Content Policy. Not Hit:
(-1) of8Wizards
(-1) 8of(-1)
approved/endorsed by Wizards.
14 (2d8+5) Piercing Portions of the materials used
damage
are property the Coast. ©Wizards of the Coast LLC.
Gore Melee Attack: +9 to hit reach 5 ft one target
Silver Moblin Gold Moblin
Large humanoid (goblinoid), Chaotic Evil Large humanoid (goblinoid), Chaotic Evil

Armor Class 15 (Natural Armor) Armor Class 16 (Natural Armor)


Hit Points 168 (16d10+80) Hit Points 276 (24d10+144)
Speed 30 ft Speed 30 ft

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

over Hyrule. They're a sly species that lurks underwater or

uses camouflage to blend in with the environment to launch

ambushes. Moreover, they never sleep."

Green Lizalfos Blue Lizalfos


Medium humanoid (lizardfolk), Chaotic Evil Medium humanoid (lizardfolk), Chaotic Evil

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)

Skills Perception +1, Stealth +6 Skills Perception +2, Stealth +7


Senses Darkvision 60 ft., Passive Perception 11 Senses Darkvision 60 ft., Passive Perception 9
Languages Moblin Languages Moblin
Challenge 1/4 (50 XP) Challenge 2 (450 XP)

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

Black Lizalfos Sneak Attack. It deals an additional 7 (2d6) damage on


one attack per turn when it has advantage, or when the
Medium humanoid (lizardfolk), Chaotic Evil
target is threatened by another enemy.

Armor Class 19 (Natural Armor, Shield) Actions


Hit Points 78 (12d8+16) Multiattack. The Lizalfos makes two melee attacks
Speed 40 ft., swim 40 ft.
Boomerang. Melee Attack: +8 to hit, reach 5 ft., or
Ranged Attack: +8 to hit, range 30/120 ft., one target.
STR DEX CON INT WIS CHA Hit: 9 (1d10+4) Slashing damage
10 (+0) 19 (+4) 15 (+2) 8 (-1) 8 (-1) 8 (-1) Bite. Melee Attack: +8 to hit, reach 5 ft., one target. Hit:
7 (1d6+4) Piercing damage
Skills Perception +3, Stealth +8
Longbow. Two-Handed Ranged Attack: +8 to hit, range
Senses Darkvision 60 ft., Passive Perception 13
150/600 ft., one target. Hit: 8 (1d8+4) Piercing
Languages Moblin
damage
Challenge 5 (1,800 XP)
29
ThisCamouflage.
is unofficial Fan Content
It has permitted
advantage under
on all the Fan
Stealth Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
checks.
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Red Lizalfos White Lizalfos
Medium humanoid (lizardfolk), Chaotic Evil Medium humanoid (lizardfolk), Chaotic Evil

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)

Skills Perception +2, Stealth +7 Skills Perception +2, Stealth +7


Damage Vulnerabilities cold Damage Vulnerabilities fire
Damage Resistances fire Damage Resistances cold
Senses Darkvision 60 ft., Passive Perception 9 Senses Darkvision 60 ft., Passive Perception 9
Languages Moblin Languages Moblin
Challenge 3 (700 XP) Challenge 3 (700 XP)

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.

Yellow Lizalfos Actions


Medium humanoid (lizardfolk), Chaotic Evil Boomerang. Melee Attack: +6 to hit, reach 5 ft., or
Ranged Attack: +6 to hit, range 20/60 ft., one target.
Armor Class 17 (Natural Armor, Shield) Hit: 7 (1d8+3) Slashing damage
Hit Points 52 (8d8+16)
Speed 40 ft., swim 40 ft. Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit:
6 (1d6+3) Piercing damage
Magic Longbow. Two-Handed Ranged Attack: +6 to hit,
STR DEX CON INT WIS CHA range 150/600 ft., one target. Hit: 7 (1d8+3) Piercing
10 (+0) 17 (+3) 15 (+2) 8 (-1) 8 (-1) 8 (-1) damage plus 3 (1d6) lightning damage
Lightning Breath (Recharge 5-6). The Lizalfos exhales
Skills Perception +2, Stealth +7 lightning in a 30-foot line. Each creature in that area
Damage Resistances lightning must make a DC 13 Dexterity saving throw, taking 14
Senses Darkvision 60 ft., Passive Perception 9 (4d6) lightning damage on a failed save, or half as
Languages Moblin much on a successful one.
Challenge 4 (1,100 XP)

Camouflage. It has advantage on all Stealth checks.

30
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.
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

Legendary Actions Legendary Actions


The Lizalfos can take 3 legendary actions, only one The Lizalfos can take 3 legendary actions, only one
at a time and only at the end of another creature's at a time and only at the end of another creature's
turn. The Bokoblin regains spent legendary actions turn. The Lizalfos regains spent legendary actions at
at the start of its turn. the start of its turn.
Attack. The Lizalfos makes one attack. Attack. The Lizalfos makes one attack.

31
Octoroks
These once aquatic animals have adapted numerous forms to

suit their various environments. They use their camouflage

coloring and a piece of their local environment to stay hidden

below the surface, then leap up to spit rocks at the unwary.

Octorok

Small beast, Unaligned


Armor Class 12

Hit Points 9 (2d6+2)

Speed 10
Challenge 1 (200 XP)

STR DEX CON INT WIS CHA

10 (+0) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 2 (-4)

Skills Stealth +8, Perception +4

Senses Tremorsense 60 ft., Passive Perception 13

Languages --

Sniper. The Octorok can Hide as a bonus action.

Camouflage. The Octorok has advantage on Stealth

checks made in its favored terrain.

Sneak Attack. It deals an additional 3 (1d6) damage

on one attack per turn when it has advantage, or


when the target is threatened by another enemy.

Actions

Spit Rock. Ranged Attack: +5 to hit, range 30/120

ft., one target. Hit: 5 (1d6+2) bludgeoning damage

Water Octorok Forest Octorok Rock Octorok


Favored terrain water Favored terrain grass, shrubs Favored terrain rocky
Speed Swim 30, Fly 10 (hover) Speed Burrow 30 Speed Burrow 30
Hides under water plants Hides under a shrub Hides under a rock

Snow Octorok Treasure Octorok Sky Octorok


Favored terrain snowy Favored terrain sandy Favored terrain clouds
Speed Burrow 30 Speed Burrow 30 Speed Fly 30 (hover)
Damage Vulnerabilities fire
Hides under a wooden chest Hides in clouds
Damage Resistances cold
Hides under snow

32
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.
Wizzrobes
These spell-casting monsters can be found all over Hyrule.

They use their magic rods to hurl elemental spell attacks,

summon elemental monsters, and change the weather.


M

M


A
Fire Wizzrobe
H
Medium fey, Chaotic Evil

Sp

Ch

Armor Class 15

Hit Points 18 (5d8-5)

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
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.

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

STR DEX CON INT WIS CHA


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
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.

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

STR DEX CON INT WIS CHA


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
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.
Keese
This nocturnal bat-like species is weak enough to fell with a

single strike. Sometimes they attack in packs, and some of

them have elemental attacks.

Keese

Tiny beast, Unaligned

Armor Class 12

Hit Points 1 (1d4-1)

Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA


2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)
Swarm of Keese
Senses Blindsight 60 ft., passive Perception 11 Large swarm of Tiny beasts, unaligned
Languages --
Challenge 0 (10 XP) Armor Class 12
Hit Points 28 (5d10)
Echolocation. The Keese can't use its blindsight Speed 0 ft., fly 30 ft.
while deafened.
Keen Hearing. The Keese has advantage on STR DEX CON INT WIS CHA
Perception checks that rely on hearing.
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
Actions
Damage Resistances bludgeoning, piercing, slashing
Bite. Melee Attack: +0 to hit, Reach 5 ft., one target.
Condition Immunities charmed, frightened,
Hit: 1 piercing damage
paralyzed, petrified, prone, restrained, stunned
Senses Blindsight 60 ft., passive Perception 11
Languages --
Challenge 1/4 (50 XP)
Fire, Ice or Electric Keese
These Keese do an additional 3 (1d6) fire, cold, or
lightning damage with their Bite attack, and have
Actions
damage immunity of the same type. One of these Bites. Melee Attack: +4 to hit, Reach 0 ft., one target
Keese is CR 1/8 (25 XP), while a swarm of them is in the swarm's space. Hit: 5 (2d4) piercing damage,
CR 1/2 (100 XP). or 2 (1d4) piercing damage if the swarm has half its
hit points or fewer

36
Chuchus
"This gel-based monster can be found all over Hyrule. It

tends to spring its attacks on unsuspecting prey from the

ground or from trees. Its strength varies by size, and the type

of damage it deals varies depending on whether the Chuchu

was heated up, cooled down, or shocked."

Small Chuchu

Small Ooze, Unaligned


Armor Class 9

Hit Points 13 (2d6+6)

Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 8 (-1) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

Skills Stealth +3

Damage Vulnerabilities Slashing, Piercing

Damage Resistances Bludgeoning, Thunder

Damage Immunities Acid, Cold, Fire, or Lightning

Condition Immunities Deafened, Exhaustion, Prone


Senses Passive Perception 8

Languages --

Challenge 1/4 (50)


Splash. Whenever a creature hits the Chuchu with a


melee attack, that creature must make a DC 15


Dexterity saving throw or take 3 (1d6) acid, cold,


fire, or lightning damage.
Bounce. The Chuchu can make a standing 15 foot
leap as a bonus action. If it makes this leap straight Skills Stealth +6
toward a creature and then hits that creature with a Damage Vulnerabilities Slashing, Piercing
Slam attack, that creature takes an additional 7 Damage Resistances Bludgeoning, Thunder
(2d6) acid, cold, fire, or lightning damage. Damage Immunities Acid, Cold, Fire, or Lightning
Condition Immunities Deafened, Exhaustion, Prone
Actions Senses Passive Perception 8
Languages --
Slam. Melee Attack: +3 to hit, reach 5 ft., one target.
Challenge 3 (700)
Hit: 4 (1d6+1) acid, cold, fire, or lightning damage
Splash. Whenever a creature hits the Chuchu with a
melee attack, that creature must make a DC 18
Dexterity saving throw or take 7 (2d6) acid, cold,
fire, or lightning damage.
Large Chuchu Charge. If the Chuchu moves 10 feet straight toward
Large Ooze, Unaligned
a creature and then hits that creature with a Slam
attack, that creature takes an additional 7 (2d6)
Armor Class 8 acid, cold, fire, or lightning damage.
Hit Points 76 (8d10+32)
Speed 20 ft., climb 20 ft. Divide. When the Large Chuchu dies, it spawns
1d4+1 Small Chuchus of the same type in its place.

STR DEX CON INT WIS CHA Actions


Slam. Melee Attack: +6 to hit, reach 5 ft., one target.
14 (+2) 6 (-2) 18 (+4) 1 (-5) 6 (-2) 2 (-4)
Hit: 12 (3d6+2) acid, cold, fire, or lightning damage

37
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.

Armor Class 8 Regeneration. The Malice Slime regains 2 hit points at


Hit Points 15 (2d6+8) the start of its turn if it has at least 1 hit point.
Speed -- Liquid Body. The Malice Slime is immune to any effect
that would cause it to move. It can take up any number
of contiguous squares, but has one 5-foot square that
STR DEX CON INT WIS CHA contains its eye. Only that square can be the target of
14 (+2) 6 (-2) 18 (+4) 1 (-5) 6 (-2) 2 (-4) damaging attacks or spells. Squares that do not contain
the eye can be entered by other creatures, but are
considered difficult terrain. At DM discretion, when the
Skills Stealth +6 Malice Slime dies, it may leave behind pools of malice
Damage Vulnerabilities Radiant
in some of the area it occupied. These pools of malice
Damage Resistances Bludgeoning, Piercing, or Slashing
do not take actions, but count as difficult terrain and
from Nonmagical Attacks deal 3 (1d6) necrotic damage to any creature that
Damage Immunities Acid, Cold, Fire, Lightning,
enters or starts its turn in its area.
Necrotic, Poison, Thunder
Condition Immunities Charmed, Deafened, Frightened, Actions
Exhaustion, Grappled, Paralyzed, Poisoned, Prone
Senses Passive Perception 8 Corrupt. All creatures within 5 feet of the Malice Slime
Languages -- must make a DC 18 Constitution saving throw, taking
Challenge 2 (450 XP) 14 (3d6+4) necrotic damage on a failed save, or half
that much on a successful one. If the creature is in the
Splash. Whenever a creature hits the Malice Slime with Malice Slime's space, it automatically fails its save.
a melee attack, that creature must make a DC 18 If the Malice Slime uses the Corrupt action while
Dexterity saving throw, taking 7 (2d6) necrotic damage touching a Control Terminal of a Divine Beast, that
on a failed save. Control Terminal becomes Maliced. If all five Control
Vulnerable Eye: When a critical hit is scored against the Terminals are Maliced and a Malice Slime uses the
Malice Slime, it is blinded and stunned until the end of Corrupt action while touching the Main Control
its next turn. Console of a Divine Beast, that Main Control Console
and Divine Beast becomes Maliced.
Bosses
Lynel
"These fearsome monsters have lived in Hyrule since ancient
times. They possess intense intelligence, resilience, and
strength, making them among the most dangerous monsters
in all the land. This is compounded by the fact that they have
a natural resistance to all elements. Lynels will not usually
attack on sight, offering a chance to retreat before combat."

Red-Maned Lynel Legendary Resistance (1/day). If the Lynel fails a saving


throw, it can choose to succeed instead.
Large monstrosity (centaur), Neutral Evil
Actions
Armor Class 18 (Studded Armor, Shield)
Multiattack. The Lynel makes two attacks.
Hit Points 102 (12d10+36)
Speed 50 Greatclub. One-Handed Melee Attack: +8 to hit, reach
10 ft., one target. Hit: 11 (2d6+4) Bludgeoning damage
STR DEX CON INT WIS CHA Greatsword. One-Handed Melee Attack: +8 to hit, reach
10 ft., one target. Hit: 11 (2d6+4) Slashing damage
19 (+4) 18 (+4) 17 (+3) 13 (+1) 15 (+2) 10 (+0)
Glaive. One-Handed Melee Attack: +8 to hit, reach 15
ft., one target. Hit: 9 (1d10+4) Slashing damage
Saving Throws Strength +8, Constitution +7
Skills Perception +6 Greatbow. Two-Handed Ranged Attack: +8 to hit, range
Damage Resistances Cold, Fire, and Lightning 100/400 ft., one target. Hit: 9 (1d10+4) Piercing
Condition Immunities Charmed, Frightened damage plus 3 (1d6) cold, fire, or lightning damage
Senses Darkvision 120 ft., Passive Perception 16 Fire Breath (Recharge 5-6). The Lynel exhales fire in a
Languages Common, Moblin 15-foot cone. Each creature in that area must make a
Challenge 8 (3,900)
DC 15 Dexterity saving throw, taking 17 (5d6) fire
damage on a failed save, or half as much damage on a
Danger Sense. The Lynel has advantage on Dexterity successful one.
saving throws against effects it can see.
Improved Critical. The Lynel scores a critical hit on a roll
of 19 or 20 on the d20.

Blue-Maned Lynel Legendary Resistance (1/day). If the Lynel fails a saving


throw, it can choose to succeed instead.
Large monstrosity (centaur), Neutral Evil
Actions
Armor Class 19 (Studded Armor, Shield)
Multiattack. The Lynel makes three melee attacks.
Hit Points 190 (20d10+80)
Speed 55 Greatclub. One-Handed Melee Attack: +10 to hit, reach
10 ft., one target. Hit: 12 (2d6+5) Bludgeoning damage
STR DEX CON INT WIS CHA Greatsword. One-Handed Melee Attack: +10 to hit,
reach 10 ft., one target. Hit: 12 (2d6+5) Slashing
21 (+5) 20 (+5) 19 (+4) 13 (+1) 15 (+2) 10 (+0) damage plus 3 (1d6) cold, fire, or lightning damage
Glaive. One-Handed Melee Attack: +10 to hit, reach 15
Saving Throws Strength +10, Constitution +9
ft., one target. Hit: 10 (1d10+5) Slashing damage
Skills Perception +7
Damage Resistances Cold, Fire, and Lightning Greatbow. Two-Handed Ranged Attack: +10 to hit,
Condition Immunities Charmed, Frightened range 100/400 ft., one target. Hit: 10 (1d10+5)
Senses Darkvision 120 ft., Passive Perception 17 Piercing damage plus 7 (2d6) cold, fire, or lightning
Languages Common, Moblin damage
Challenge 15 (13,000) Fire Breath (Recharge 5-6). The Lynel exhales fire in a
15-foot cone. Each creature in that area must make a
Danger Sense. The Lynel has advantage on Dexterity DC 15 Dexterity saving throw, taking 21 (6d6) fire
saving throws against effects it can see. damage on a failed save, or half as much damage on a
Improved Critical. The Lynel scores a critical hit on a roll successful one.
40 of 19 or 20 on the d20.
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.
White-Maned Lynel S
La
Large monstrosity (centaur), Neutral Evil
A
Armor Class 20 (Studded Armor, Shield) H
Hit Points 263 (25d10+125) Sp
Speed 60

STR DEX CON INT WIS CHA


2
23 (+6) 22 (+6) 21 (+5) 13 (+1) 15 (+2) 10 (+0)
Sa
Saving Throws Strength +12, Constitution +11 Sk
Skills Perception +8 D
Damage Resistances Cold, Fire, and Lightning
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 18 Co
Languages Common, Moblin Se
Challenge 19 (22,000) La
Ch
Danger Sense. The Lynel has advantage on Dexterity
saving throws against effects it can see. D
Superior Critical. The Lynel scores a critical hit on a sa
roll of 18 to 20 on the d20. Su
Legendary Resistance (1/day). If the Lynel fails a ro
saving throw, it can choose to succeed instead. Le
sa
Actions
Multiattack. The Lynel makes four melee attacks. A
Greatclub. One-Handed Melee Attack: +12 to hit, M
reach 10 ft., one target. Hit: 13 (2d6+6) tw
Bludgeoning damage G
Greatsword. One-Handed Melee Attack: +12 to hit, re
reach 10 ft., one target. Hit: 13 (2d6+6) Slashing B
damage plus 7 (2d6) cold, fire, or lightning damage G
Glaive. One-Handed Melee Attack: +12 to hit, reach re
15 ft., one target. Hit: 11 (1d10+6) Slashing da
damage da
Greatbow. Two-Handed Ranged Attack: +12 to hit, G
range 100/400 ft., one target. Hit: 11 (1d10+6) 1
Piercing damage plus 10 (3d6) cold, fire, or da
lightning damage G
Fire Breath (Recharge 5-6). The Lynel exhales fire in a ra
15-foot cone. Each creature in that area must make P
a DC 15 Dexterity saving throw, taking 24 (7d6) fire lig
damage on a failed save, or half as much damage on Fi
a successful one. 3
a
fir
on

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
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.
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.

Armor Class 17 (Natural Armor) Actions


Hit Points 210 (20d10+100)
Aim. The Guardian chooses a target within 600 feet of
Speed 40
it and targets it with a small red laser. This laser is
visible but harmless. For each action the Guardian
STR DEX CON INT WIS CHA spends Aiming at a target, its next Laser attack against
that target gets a +1 bonus to its attack and damage
20 (+5) 15 (+2) 20 (+5) 3 (-4) 11 (+0) 1 (-5) rolls, assuming its aim was not interrupted.
Laser (Recharge 4-6). Ranged Attack: +6 to hit, Range
Saving Throws Strength +9, Constitution +9
200/600, one target. Hit 17 (5d6) radiant damage plus
Skills Athletics +9, Perception +4
35 (10d6) fire damage in a 5 foot burst. The Guardian
Damage Vulnerabilities Radiant
can only use this attack on a target it is aiming at.
Damage Resistances Fire, Thunder; Bludgeoning,
Piercing, and Slashing From Nonmagical Attacks
Damage Immunities Poison
Legendary Actions
Condition Immunities Charmed, Exhaustion, Frightened, The Guardian can take 3 legendary actions, choosing
Paralyzed, Petrified, Poisoned from the options below. Only one legendary action
Senses Darkvision 120 ft., Passive Perception 14 option can be used at a time and only at the end of
Languages Common and Sheikah; cannot speak another creature’s turn. The Guardian regains spent
Challenge 13 (10,000) legendary actions at the start of its turn.
Move. The Guardian moves up to half its speed.
Danger Sense. The Guardian has advantage on Dexterity
saving throws against effects it can see. Aim. The Guardian takes the Aim action.

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 Legendary Resistance (2/day). If the Blight Ganon fails


a saving throw, it can choose to succeed instead.
Multiattack. The Blight Ganon makes two attacks
Attack Bonus. +6
Actions
Multiattack. The Blight Ganon makes three attacks
Legendary Actions
Attack Bonus. +7
The Blight Ganon can take one legendary action.
Only one legendary action option can be used at a Legendary Actions
time and only at the end of another creature’s turn.
The Blight Ganon regains spent legendary actions at The Blight Ganon can take 2 legendary actions. Only
the start of its turn. one legendary action option can be used at a time
and only at the end of another creature’s turn. The
Attack. The Blight Ganon makes one attack. Blight Ganon regains spent legendary actions at the
start of its turn.
Attack. The Blight Ganon makes one attack.
Blight Ganon 3
Large construct, Neutral Evil

Armor Class 18 (Natural Armor)


Hit Points 241 (23d10+115)
Speed Fly 60 ft. (hover)

STR DEX CON INT WIS CHA


17 (+3) 17 (+3) 20 (+5) 11 (+0) 12 (+1) 5 (-3)

Saving Throws Strength +8, Dexterity +8,


Constitution +10
Skills Athletics +8, Perception +6
Damage Vulnerabilities radiant
Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks
Damage Immunities poison, necrotic
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Senses Passive Perception 16
Languages Moblin and Sheikah; cannot speak
Challenge 15 (13,000 XP)

Legendary Resistance (3/day). If the Blight Ganon fails


a saving throw, it can choose to succeed instead.

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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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.

Damage Vulnerabilities lightning


Damage Resistances cold

Actions Thunderblight Ganon


Spear. Melee Attack: Reach 10 ft. or Ranged Attack:
Range 20/60 ft., one target. Hit: 10 (2d6+3) radiant Speed Fly 120 ft. (hover)
Damage Resistances lightning
plus 1: 2 (1d4) or 2: 3 (1d6) or 3: 4 (1d8) or 4: 5
(1d10) cold damage.

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.

up to 30 feet per round. The first time any creature


Lightning (Recharge 5-6). Ranged Spell Attack: Range
comes within 5 feet of the sphere on a turn it must
90 ft., three targets. Hit: 1: 14 (4d6) or 2: 18 (4d8)
make a Dexterity saving throw. The creature takes 1:
or 3: 22 (4d10) or 4: 26 (4d12) lightning damage.
14 (4d6) or 2: 18 (4d8) or 3: 22 (4d10) or 4: 26
(4d12) cold damage on a failed save, or half as Teleport. As a bonus action, it vanishes and
much damage on a successful one. The Sphere has reappears in a location it can see within 100 ft.
an AC of 12 plus the Blight Ganon number.
Legendary Actions
Control Water. The water level in a 60 ft. radius
around Waterblight Ganon rises or falls up to 20 Teleport. (as the Action)
feet. It returns to normal after 1d4+1 rounds.

(Water is created or destroyed if necessary.)

Legendary Actions
Control Water. (as the Action)

Calamity Ganon Regeneration. Calamity Ganon regains 10 hit points at


the start of its turn. If it takes radiant damage, its
"The source of the darkness that has appeared time and
again throughout Hyrule's history. It's been called many Regeneration does not function on its next turn.
names, from 'Great King of Evil' to 'Calamity.'"
Actions
Huge construct, Neutral Evil Multiattack. Calamity Ganon makes five attacks: one
sword, one claw, one pincer, one spear, and one beam.
Armor Class 21 (Natural Armor) Sword. Melee Attack: Reach 5 ft., one target. Hit: 18
Hit Points 402 (35d12+175) (2d10+6) radiant damage plus 4 (1d8) fire damage.
Speed 30 ft., Climb 30 ft.
Claw. Melee Attack: Reach 5 ft., one target. Hit: 20
(3d8+6) radiant damage.
STR DEX CON INT WIS CHA Pincer. Melee Attack: Reach 5 ft., one target. Hit: 19
22 (+6) 18 (+4) 20 (+5) 15 (+2) 17 (+3) 5 (-3) (2d12+6) radiant damage.
Spear. Melee Attack: Reach 15 ft., one target. Hit: 16
Saving Throws Str +14, Dex +12, Con +13, Wis +11 (2d8+6) radiant damage plus 4 (1d8) cold damage.
Skills Athletics +14, Perception +11 Beam. A beam of brilliant white light streaks out in a 5-
Damage Vulnerabilities radiant foot-wide, 100-foot-long line. Each creature in the area
Damage Resistances Fire, Cold, Lightning must make a DC 25 Dexterity saving throw. On a failed
Damage Immunities Poison, Necrotic; Bludgeoning, save, the creature takes 31 (3d20) radiant damage and
Piercing, and Slashing From Nonmagical Attacks is stunned for one round. On a successful save, it takes
Condition Immunities Charmed, Exhaustion, Frightened, half as much damage and isn't stunned.
Paralyzed, Petrified, Poisoned
Senses Passive Perception 21 Energy Shield (Recharge 6). Calamity Ganon becomes
Languages Common, Moblin, Sheikah resistant to radiant damage and immune to all other
Challenge 25 (75,000 XP) damage until the end of its next turn.

Legendary Resistance (3/day). If Calamity Ganon fails a


Legendary Actions
saving throw, it can choose to succeed instead. Calamity Ganon can take 5 legendary actions, choosing
from the options below. Only one legendary action
Magic Resistance. Dark Beast Ganon has advantage on option can be used at a time and only at the end of
saving throws against spells and other magical effects. another creature’s turn. Calamity Ganon regains spent
Shield Deflect. Any time Calamity Ganon is targeted by a legendary actions at the start of its turn.
ranged attack, a Magic Missile spell, a line spell, or a
Attack. Calamity Ganon makes one attack. It cannot use
spell that requires a ranged Attack roll, it can spend its
that attack until the start of its next turn.
reaction to roll a d6. On a 1 to 5, Calamity Ganon is
unaffected by the attack or spell. On a 6, it is Teleport. Calamity Ganon vanishes and reappears in a
unaffected, and the effect is reflected back at the location it can see within 100 ft.
source as though it originated from Calamity Ganon, Energy Shield. Calamity Ganon activates its Energy
turning the source into the target. Shield if it is charged, or rolls to recharge if it is not.
Malice Sponge. Whenever Calamity Ganon is dealt
necrotic damage, prevent that damage and it regains
that many hitpoints instead.

47
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.

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

Races Art and Flavor Text: simplysoren

Items Cover Art: estivador

Culture Cover Art: Nuavic

Divine Beasts Cover Art: platypusofdoom

Enemies Cover Art: russeldels

Bokoblin Camp Art: heavymetalhanzo

Lizalfos Art: marceline-fox

Chuchus Art: arenia

Bosses Cover Art: dolvadeen


Hyrule Castle Map: piranhaplant

All Other Art, Quoted Flavor Text: Nintendo

All Other Text and Design: Caleb Wichman

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