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By /u/gowronatemybaby7 on Reddit
Acknowledgements
I have to attribute a lot of this w ork to the two Zelda
Wikis:
http://zeldawiki.org/Main_Page
and
http://zelda.wikia.com/wiki/Zeld apedia
Much of the artwork and lore came from those sources, though a lot of it
(probably about 70%), I wrote myself. Any images I didn't find from those
wikis came from Google image searches, though some of them I edited a bit
in photoshop. As such, I can't really attribute each one to their original
artist, but if there's some art that you really like, I encourage you to
reverse image search it and pay the original artist some respect!
Additionally, there are lots of monster abilities and descriptions that came
straight out of the official 5E monster manual, with only minor revisions
by me.
I'd also like to thank The Homebrewery
(http://homebrewery.naturalcrit.com/) for their amazing free service for
homebrews, and the many Redditors who schooled me on D&D rules and
helped to make this thing a little bit more accurate to the real game.
Aeralfos Aeralfos
Despite their large wings, Aeralfos spend most of their time Medium winged humanoid (saurian), chaotic evil
on the ground. They will take flight for brief periods, but
almost always in order to attack an enemy. The Aeralfos is Armor Class 14 (natural armor, buckler)
intelligent and capable of understanding language. In Hit Points 39 (6d8 + 12)
addition to its native Saurian tongue, it also makes guttural Speed 30 ft., fly 20 ft.
chirps and piercing screeches. These sounds can sometimes
disorient or agitate other creatures who hear them. Aeralfos
are capable of using martial weapons and simple tools. STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 7 (-2) 5 (-3) 3 (-4)

Damage Immunities fire


Senses passive Perception 7
Languages Common, Saurian
Challenge 2 (500 XP)

Actions
Multiattack. The Aeralfos makes three attacks: one
with its tail and two with its longsword.
Longsword. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 9 (1d8 + 3) slashing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit: 6 (1d4 + 3) bludgeoning damage. If the
target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Fire Breath (3/day). The Aeralfos exhales fire in a 10-
foot cone. Each creature in that area must make a DC
13 Dexterity saving throw, taking 14 (3d8) fire
damage on a failed save, or half as much damage on
a successful one.

Anubis
The Anubis is essentially a mummified puppet. It hovers
about 8 inches off the ground, lightly bobbing up and down in
place. The Anubis remains dormant until another creature
enters its line of sight. It will then form an instantaneous
psychic link with that organism and will perfectly mirror its
movements with the intention of obstructing the creature's
progression forward. When the Anubis draws close enough to
attack, it will do so with ferocity, breathing a stream of fire at
its prey and then biting with its large concealed teeth.
They are immune to most forms of damage, with the
exception of fire, to which they are extremely vulnerable.
When attacked with any other form of weapon or magic,
there is a chance that the Anubis may multiply and create a
perfect copy of itself. This new Anubis will link with another
nearby creature. If there are no other creatures within range
however, this second Anubis will position itself next to its
sister and will continue to mimic the movements of the
original target.
Its devotion to its predatory instinct is so powerful, that the
Anubis will even forgo its own safety in order to continue to
match its target's actions. As such, it is possible to trap these
creatures easily in restraints, or force them to immolate
themselves on open flames.

1
Most adventurers report finding Armoses surrounded by
actual statues that share their same appearance. It is unkown
Anubis whether the Armos itself somehow creates these replicas as a
Medium undead, unaligned form of camouflage, or if they were constructed by another
entity as a trap for the unwary.
Armor Class 15
Hit Points 9 (2d8 + 0)
Speed Up to 60 ft. (Mimicking another creature)
Armos
Small construct, unaligned
STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 10 (+1) 2 (-4) 14 (+2) 1 (-5) Armor Class 18 (natural armor)
Hit Points 14 (4d6)
Speed 10 ft.
Condition Immunities all
Damage Immunities all, except fire
Senses darkvision 60 ft., passive Perception 12 STR DEX CON INT WIS CHA
Languages None
Challenge 2 (450 XP) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 1 (-5)

Magical Resistance. The Anubis has advantage on Damage Immunities all non-magical damage (except
saving throws against spells and other magical for the crystal on its back)
effects. Condition Immunities all
Senses passive Perception 11
Languages None
Actions Challenge 3 (700 XP)
Bite. Melee Weapon Attack: -2 to hit, reach 5ft., one
target. Hit: 8 (2d12 - 4) piercing damage. False Appearance. While the Armos remains
Fire Breath (Recharge 3). The Anubis exhales fire in a motionless, it is indistinguishable from a normal
5-foot cone. Each creature in that area must make a statue.
DC 14 Dexterity saving throw, taking 22 (5d8) fire Immutable Form. The Armos is immune to any spell
damage on a failed save, or half as much damage on or effect that would alter its form.
a successful one.
Actions
Sword. Melee Weapon Attack: + 2 to hit, reach 5ft.,
Armos one target. Hit: 3 (1d6) slashing damage.
The Armos is a peculiar creature. It appears as though it is a Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one
small stone statue (about 4 and a half feet tall) of a generic target. Hit: 3 (1d6) piercing damage.
demonic form, holding a short sword and shield. While in this Explosion. Magical Attack: If its crystal is broken, the
form, it remains immobile and is immune to magical Armos will move towrads its opponent and explode
detection of life. It will however emit a strong magical field creating a 25 ft. square of fire. Each creature in that
around it and can be identified as such. area must make a DC 15 saving throw, taking 27
While in its statue form, the Armos will show no signs of (6d8) fire damage on a failed save, or half as much
life until a creature or object makes physical contact with it. damage on a successful one.
Once contact has been made, the Armos will spring to life
and begin hopping towards its perceived adversary. It will
then strike at the opponent with its sword, or by biting them.
If an Armos is struck in its eyes, it will be blinded and will
then return to its dormant, statue-like state.
One of the unique elements of Armos physiology is a large
blue crystal on its back. If this crystal is broken, the Armos
will begin to spin rapidly and will move wildly towards its
attacker. Once it has gotten close enough, the Armos will
explode, causing serious damage to any living creatures or
the environment within range of this final act.
Like most creatures made of stone (such as golems) the
Armos is nearly impervious to most forms of spells and
ordinar weapons. There only weak points are the eyes, which
glow red or orange when awakened, and the crystal on the
creature's back.

2
The Beamos activates whenever any living creature enters
Beamos its area of awareness (a 30 foot sphere around its body) and it
will then scan for whatever has disturbed it by rotating its
head rapidly. When it finds its target, it will lock on to them
and fire a magical beam of lightning from its eyepiece.

Bokoblins
Bokoblins are small, devious humanoid creatures. They can
be found throughout the Hylian wilds and are known to
regularly attack travelers. Their entire society seems to be
centered around scrounging and stealing in order to survive.
Despite their constant and desperate need for food and
shelter, Bokoblins also display a despicable lust for treasure.
They will endeavour to possess anything that sparkles or
shines and they will conspire, cheat, and steal to meet that
goal.
Strength in Numbers. Bokoblins mature quickly and can
live for several decades, but few make it that long. They are
physically diminutive and possess little strength with which
to defend themselves, though they are capable of using
martial weapons. Their main defense is their numbers.
Beamos Bokoblins can win battles against powerful opponents by
Medium construct, unaligned using those numbers to overwhelm them. Nevertheless, they
will suffer severe casualitis from any conflict with a
Armor Class 16 (natural armor) dangerous foe.
Hit Points 30 (6d8) Clever Traps. While they certainly do not excel in a fight,
Speed Immobile. Bokoblins are notorious builders of traps. This is used to
make up for their ineptitude with weapons, and draws on the
same creativity that they use to swindle others. Bokoblin
STR DEX CON INT WIS CHA builders are often recruited to design and implement the
1 (-4) 10 (+0) 10 (+0) 2 (-4) 20 (+5) 1 (-5) construction of strongholds for other, larger creatures. As
they live in the wilds of Hyrule, their traps will often be
Condition Immunities all comprised of falling rocks, or spike pits, as opposed to any
Damage Immunities all non-magical damage (except sort of magical engineering.
its eye) Mercenary Morals While Bokoblins are fairly strong-
Senses passive Perception 15 willed, their avarice for gold and treasure trumps their own
Languages None cowardly sense of self-preservation. As such, they are a
Challenge 3 (700 XP) favored foot soldier for those with large sums of coin with
which to pay them.
False Appearance. While inactive, the Beamos
reamins motionless, it is indistinguishable from a
normal statue.
Immutable Form. The Beamos is immune to any spell
or effect that would alter its form.

Actions
Eye beam. Ranged Spell Attack: +2 to hit, reach 30ft.,
one target. Hit: 14 (4d6) lightning damage.

Much like the Armos, the Beamos appears to be an inanimate


statue to the unwary adventurer. Unlike the Armos however,
the Beamos is incapable of movement from its fixed position
on top of its columnar body.
The Beamos' only weak point is its eye which sits at the
center of its half-spherical head. When destroyed, the Beamos
will crumble and become inert.

3
Bokoblin Bosses Bokoblins tribes are ruled by a matriarchal
society, however their military groups are lead by a single
male boss. The boss is larger and stronger than the average
Bokoblin, but still remains are fairly easy opponent for
anyone with more than a cursory grasp of combat arts.

Bokoblin Grunt
Small humanoid (blinoid), chaotic neutral

Armor Class 12 (padded armor)


Hit Points 5(2d6 - 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


Bombchu
12 (+1) 12 (+1) 8 (-1) 17 (+3) 15 (+2) 11 (+0)
The Bombchu resembles a small metallic mouse. It subsists
almost entirely on burrowing insects, however it derives
much of its mineral content by digesting small pebbles which
Senses passive Perception 12
Languages Common, Blin
it grinds up in its gullet.
Challenge 1/8 (25 XP)
Though unassuming, Bomchus are embued with a special
magical field that allows them to emit an powerful explosion
Pack Tactics. The Bokoblin has advantage on an
of force when they come into contact with anything they
attack roll against a creature if at least one of the
perceive to be a threat. This magical eruption leaves the
Bokoblin's allies is within 5 feet of the creature and Bombchu severely weakend, almost appearing to be dead, for
the ally isn't incapacitated. several hours. They also have the ability to adhere to almost
any surface, allowing them to easily scale walls and cling to
Actions ceilings.
Bombchus are often sought after by traders and
Shortsword. Melee Weapon Attack: +3 to hit, reach adventurers who, with the appropriate coaxing, can
5ft., one target. Hit: 4 (1d4 + 1) slashing damage. potentially tame the creatures and use them as demolition
Shortbow. Ranged Weapon Attack: +3 to hit, range tools. Capturing Bombchus in the wild however obviously has
80/320 ft., one target. Hit: 4 (1d4 +1) piercing its risks.
damage.

Bombchu
Tiny beast, unaligned
Bokoblin (Boss) Armor Class 17
Small humanoid (blinoid), chaotic neutral Hit Points 1(1d4 - 1)
Speed 40 ft.
Armor Class 15 (leather armor, wooden shield)
Hit Points 13 (3d6 + 3)
Speed 30 ft. STR DEX CON INT WIS CHA
1 (-5) 24 (+7) 8 (-1) 6 (-2) 18 (+4) 10 (+0)
STR DEX CON INT WIS CHA
Senses passive Perception 14
14 (+2) 14 (+2) 12 (+1) 17 (+3) 15 (+2) 11 (+0) Languages None
Challenge 1/4 (50 XP)
Senses passive Perception 12
Languages Common, Blin Spider Climb. The Bombchu can adhere to difficult
Challenge 1/4 (50 XP) surfaces, including upside down on ceilings, without
needing to make an ability check.
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach Actions
5ft., one target. Hit: 5 (1d6 + 2) slashing damage. Explosion. Magical Attack: If the Bombchu comes
into contact with anything it perceives as a threat, it
will create a 15 ft. spherical explosion of magical
force and be reduced to 0 hit points. Each creature
in that area must make a DC 15 saving throw, taking
27 (6d8) fire damage on a failed save, or half as
much damage on a successful one.

4
Bubbles Bublins
Bubbles are one of Hyrule's most terrifying cretures. They
resemble winged skulls, engulfed in colored flame. Bubbles
have the ability to soar through the air with alarming speed
and accuracy when attacking their prey.
When struck with a physical attack, there is a chance that
the Bubble's flame will be extinguished for a short time,
causing it to fall to the ground and move only by flailing its
wings.
There are three types of Bubble, each with a different
colored flame surrounding it. The different flames each have
their own effect on whatever might the Bubble might come Bublins are small, evil humanoid creatures that live in caves,
into contact with. deep woods, and other dark parts of Hyrule. They do not
often associate with creatures outside of their familial groups
of four or five, but have been known to organize into small
Bubble clans. A Bublin clan typically consists of a small handful of
Small undead, chaotic evil family groups and rarely exceeds a few dozen individuals.
This is due to their extreme paranoia and fear of others,
Armor Class 13 which superceeds any instinct to find strength in numbers.
Hit Points 15 (6d6 - 6) This fear of other creatures leads Bublins to be extremely
Speed 10 ft., fly 25 ft. aggressive when faced with an unknown creature. They will
attack virtually any other living creature with ferocity that
belies their ineffective abilities in combat. However, when a
STR DEX CON INT WIS CHA Bublin does come upon a creature it can kill, it will inevitably
8 (-1) 16 (+3) 8 (-1) 4 (-3) 2 (-4) 2 (-4) do so, immediately setting upon its prey to eat it. They are
renowned for their cruelty in this regard.
Damage Immunities (Green Bubble only) slashing, Defensive Structures. Bublin clans have been known to
bludgeoning, fire construct fairly elaborate structures with which to defend
Senses passive Perception 6 their territory. These typically consist of simple palisade walls
Languages Undercommon and archery towers, however many independent wooden
Challenge 1/2 (150 XP) towers can be found around the wilds of Hyrule. Bublins will
also take up residence in abandoned structures built by other
Flame Body (Red Bubble only). Deals 7 (2d6) fire creatures, but they will inevitably adorn them with their
damage to anyone who makes contact with the characteristic ramshackle wooden architecture.
Bubble. Skilled Riders. Despite their general mistrust and hatred
Constitution Damage (Blue Bubble only.). Deals 2
for all other forms of life, Bublins have a symbiotic and
(1d4) Constitution damage to anyone who makes
compassionate relationship with Bulbos. Bulbos are medium
contact with the Bubble. sized pig-like creatures that Bublin's will
often keep as pets and beasts of burden.
Actions Though Bulbos are just as aggressive
towards other creatures as the
Bite. Melee Weapon Attack: +1 to hit, reach 5ft., one Bublins themselves, they
target. Hit: 6 (1d6 + 3) piercing damage. remain docile around their
Bublin masters.
Leaders and Followers.
Bubble Colors
Bublin family groups or clans
are ruled by the strongest and
Flame Color Effect smartest among the group. As
Red 7 (2d6) fire damage average Bublin intelligence is
Blue 2 (1d4) Constitution damage
extremely low, the "smartest"
among the group is usually
Green Damage immunities determined in a manner indistinguishable
from how they determine who is strongest; Bublins leaders
(also called bosses) are those who can defeat all other
Bublins in the group, or can bring back the most or
largest game within a specific amount of time.

5
Easily Corrupted. Though Bublins are usually solitary, they
are easily maniuplated by strong willed, evil creatures. They
can be recruited by magical or charismatic leaders and used Bulbo (Bublin Mount)
en mass to form armies of alarming size. Most Bublins will Medium beast, neutral evil
quickly pledge their allegience to one who asserts dominance
over their natural bosses. Armor Class 16 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 60ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 14 (+2) 7 (-2) 5 (-3) 8 (-1)

Senses passive Perception 7


Languages Understands Blin but can't speak
Challenge 2 (450 XP)

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit: 10 (2d6 + 3) piercing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 14 (3d6 + 3) bludgeoning damage. If
the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.

Bublin Grunt
Small humanoid (blinoid), neutral evil

Armor Class 13 (leather armor)


Hit Points 7(2d6)
Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 8 (-1)

Skills Stealth +4
Senses darkvision 50 ft., passive Perception 11
Languages Common, Blin
Challenge 1/4 (50 XP)

Nimble Escape. The Bublin can take the Disengage or


Hide action as a bonus action on each of its turns.
Bublin Bosses. Bublin bosses manifest decidely different
Actions pyschological characteristics from their grunt counterparts.
Club. Melee Weapon Attack: +2 to hit, reach 5ft., one In addition to the usual Bublin cruelty and xenophobia,
target. Hit: 3 (1d6 + 0) bludgeoning damage. Bublin bosses will also fiercly defend their status as masters
of their clan. This can result in these clan leaders maintaining
Shortbow. Ranged Weapon Attack: +4 to hit, range a persistent grudge against any enemy who has challenged its
80/320 ft., one target. Hit: 5 (1d6 +2) piercing authority. They will mericilessly pursue this rival, often
damage. traveling great distances to find them. They are never without
their Bulbo and can travel, unceasingly, for days at a time. As
such, the boss might not return to its clan for weeks or even
months at a time while it hunts down its enemy. If, however,
the boss is defeated by a superior opponent, it will concede
its title of boss and will instruct its clan to follow the new
leader with equal fervor.

6
Bublin Boss
Medium humanoid (blinoid), neutral evil

Armor Class 16 (studded leather)


Hit Points 27(6d8)
Speed 60 ft.

STR DEX CON INT WIS CHA


16 (+3) 19 (+4) 14 (+2) 11 (+0) 8 (-1) 12 (+1)

Senses darkvision 60 ft., passive Perception 9


Languages Common, Blin
Challenge 2 (600 XP)

Martial Advantage. Once per turn, the Bublin Boss


can deal an extra 10 (3d6) damage to a creature it
hits with a weapon attack if that creature is within 5
feet of an ally of the Bublin boss that is not
incapacitated.
Superior Tracking. A Bublin Boss holding a grudge
can track an enemy that has not taken care to cover
its tracks up to 2 days travel ahead of the Bublin
Boss. It will relentlessly pursue the creature it's
tracking, and can travel without rest for up to 3 days.

Actions
Multiattack. The Bublin boss will make a slam attack
and a spear attack.
Bublin Greatspear. Melee Weapon Attack: +5 to hit,
reach 10ft., one target. Hit: 12 (2d8 + 3) piercing
damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 13 (3d6 + 3) bludgeoning damage. If
the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Chilfos
Large construct, lawful neutral

Chilfos Armor Class 17 (natural armor)


Hit Points 152 (16d10 + 64)
Chilfos carry large spears that they can use either in brutal Speed 30 ft.
two-handed attacks, or as ranged weapons. They emit an aura
of cold around them and can damage anything that makes
contact with their frigid form. Despite their large size, they STR DEX CON INT WIS CHA
are relatively agile, and can move quickly while in combat. 18 (+4) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 15 (+2)
Due to their icy nature, Chilfos are extremely susceptible to
fire damage. The Chilfos' most dangerous attribute is its Damage Resistances piercing, and slashing from
ability to create a frigid wall of ice. This can be used as a nonmagical attacks
method of retreat, blocking aggressors from attacking, or as Damage Immunities cold, poison
an offensive maneuver, as the extreme cold of the wall can be Damage Vulnerabilities fire
dangerous. Condition Immunities poisoned
Chilfos will generally keep to themselves unless provoked, Senses blindsight 60 ft., darvision 120 ft., passive
however once they have engaged with a perceived threat, they perception 12
will attack mercilessly until the creature is destroyed. Chilfos Languages Telepathy
also have the ability to generate new ice weapons if they have Challenge 7 (2,900 XP)
thrown their spears at an enemy.

7
ChuChus are gelatinous lifeforms with limited mobility and
even more limited ambitions. They subsist almost entirely on
Chilfos (continued) whatever organisms happen to stray into contact with their
Actions bodies, and can go upwards of several months without taking
in any nourishment at all. They come in a variety of colors,
Ice Spear. Melee Weapon Attack: +7 to hit, reach each of which provides its own protection against any
10ft., one target. Hit: 13 (2d8 + 4) piercing damage creatures that might wish to do them harm. When provoked,
plus 9 (2d8) cold damage. they are capable of short hops towards an enemy. Upon
Ice Javelin. Ranged Weapon Attack: +7 to hit, reach death, a ChuChu's bodily plasma begins to lose its cohesion,
60/120 ft., one target. Hit: 14 (2d8 +4) piercing and can be harvested and refined into a variety of potions
damage plus 9 (2d8) cold damage. with effects that also correspond to the creature's color.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., ChuChu Colors and Effects
one target. Hit: 9 (2d4 + 4) slashing damage plus 10 Color Damage Potion Effect
(3d6) cold damage. If the target is a creature, it must
succeed on a DC 15 Constitution saving throw, or Red None Restores 2d4 + 2 hp
for 1 minute, its speed is reduced by 10 feet; it can Green None Restores one level 1 spell slot
take either an action or a bonus action on each of its
turns, not both; and it can't take reactions. The target Blue Electric Both Red and Green effects
can repeat the saving throw at the end of each of its Yellow Electric Can be used to make oil
turns, ending the effect on itself on a success.
Purple Poison User must make a DC 18 Constitution
Wall of Ice (2/day). The Chilfos magically forms an saving throw or take 2d6 poison damage or
opaque wall of ice on a solid surface it can see within gain 4d4 +4 hp on a successful save
60 feet of it. The wall is 1 foot thick and up to 30
feet long and 10 feet high, or its a hemispherical
dome up to 20 feet in diameter. When the wall
appears, each creature in its space is pushed out of it
by the shortest route. The creature chooses which
ChuChu
side of the wall to end up on, unless the creature is Small ooze, unaligned
incapacitated. The creature then makes a DC 15
Dexterity saving throw, taking 25 (7d6) cold damage Armor Class 11
on a failed save, or half as much damage on a Hit Points 10 (4d6 - 4)
successful one. Speed 10 ft.
The wall lasts for 1 minute or until the Chilfos is
incapacitated or dies. The wall can be damaged and STR DEX CON INT WIS CHA
breached; each 10-foot section has AC 5, 15 hit
7 (-2) 13 (+1) 8 (-1) 1 (-5) 2 (-4) 7 (-2)
points, vulnerability to fire damage, and immunity to
acid, cold, necrotic, poison, and psychic damage. If a
section is destroyed, it leaves behind a sheet of Senses passive Perception 6
frigid air in the space the wall occupied. Languages None
Challenge 1/8 (25 XP)
Whenever a creature finishes moving through the
frigid air on a turn, willingly or otherwise, the Yellow ChuChus Upon physical contact with a yellow
creature must make a DC 13 Constitution saving ChuChu, any lifeform will take 9 (2d8) electric
throw, taking 17 (5d6) cold damage on a failed save, damage. They can however, be damaged as normal
or half as much damage on a successful one. The by ranged attacks.
frigid air dissipates when the rest of the wall
vanishes. Blue ChuChus Similar to Yellow ChuChus, Blue
ChuChus emit a powerful electric field. They differ
however in that their electricity is constant, except
for a brief time during which they are vulnerable. A
ChuChus Blue ChuChu will drop its electric field once every
three rounds of combat. At that time, any creature
attempting to attack the ChuChu with a melee or
touch attack, must make a DC 15 Dexterity saving
throw, taking 27 (6d8) electric damage on a failed
save, or none on a successful one.
Purple ChuChus Purple ChuChus deal poison damage
instead of bludgeoning damage. Their potion may
either poison or heal the user.

Actions
Slap. Melee Weapon Attack: +0 to hit, reach 5ft., one
target. Hit: 1 (1d6 -2) bludgeoning damage.

8
Cucco Cucco
Tiny beast, unaligned

Armor Class 9
Hit Points 5 (2d4 + 0)
Speed 20 ft., fly 10 ft., glide 30 ft.

STR DEX CON INT WIS CHA


2 (-4) 7 (-2) 10 (+0) 2 (-4) 1 (-5) 2 (-4)

Senses passive Perception 5


Languages None
Challenge 0 (10 XP)

Glide. If a Cucco is thrown, it will glide downwards


towards the nearest surface. If grabbed, it can
support up to 200 lbs and continue to glide.
Summon the Horde. If a Cucco is damaged but not
killed, roll 1d2. With a roll of 1, 1d8+2 more Cuccos
appear around the original Cucco and attack
The Cucco, native to Hyrule is a deceptively helpless fowl. whatever damaged it. On each subsequent round,
Though they can be easily caught, killed, and eaten, there is a 1d8+2 more Cuccos appear and attack. This effect
secret danger in molesting one of these feathered fiends. If a ends when the Cucco's target dies or can no longer
Cucco is wounded but not killed, it has the ability to summon be seen by the orignal Cucco. The summoned
a small horde of allies to help protect it from whatever Cuccos cannot summon more Cuccos. A player must
predator has foolishly engaged it. This horde is incredibly succeed on a DC 18 Wisdom check to determine
which Cucco in the horde is the original.
dangerous and has been responsible for many deaths of
Hyrule's indigent citizens who mistake this creature for a Actions
common chicken. Cuccos also posess surprising abilities of
limited flight, and can support weight up to 200 lbs for the Peck. Melee Weapon Attack: +2 to hit, reach 5ft.,
duration of a short glide. one target. Hit: 1 piercing damage.

Darknut
Darknuts are one of Hyrule's deadliest creatures. These
heavily armored humanoid warriors make formidable
opponents for anyone who would stray across their path.
Embued with magically enhanced strength and endurance,
Darknuts make for the favored high guard of dark socerers
and any other evildoers. They can be found in the deepest and
most ancient dungeons in Hyrule, often guarding valuable
and magical treasures.
The true form of the Darknut is a dark reflection of a
human, though their enemies are rarely able to glimpse it.
Built like an Orc, they have a dog-like face with large ears that
allow them to hear creatures that might be foolish enough to
attempt to creep past them.
They will, on occasion, shed their heavy armor in favor of a
lighter build. Though still heavily protected against attacks,
this allows the Darknut to increase its agility substantially
and makes for an abnormally dexterous and swift opponent.
They seem to be masters of melee combat in all of its
forms, but favor swords as their weapons of choice. A
Darknut may be regularly equipped with a greatsword that
can be wielded two-handed, or with a shield. These heavy
weapons can incapacitate enemies through sheer force of the
Darknut's blows. The lighter armored Darknut seem to have
a mastery of fencing, and wield a lighter estoc weapon that
makes quick jabs and parries.

9
Arcane Command Darknuts also have the ability to
Heavy Darknuts In addition to the rare, more humanoid magically compell other creatures to do their bidding. Their
Darknut, there is also a more stocky and cumbersome variety abilities are ineffective towards controlling beings with high
often found in small groups. These top-heavy Darknuts work intelligence, however it allows them to compel even a clan of
in packs to overwhelm their enemies, but they are only Bublins into their service as foot soldiers. This ability is
somewhat less deadly individually than their more evenly granted to them by the same dark forces that give them their
proportioned counterparts. These seem to be slightly less physical strength and stamina.
corrupted by dark magic however, and their armor is more
easily pierced.

Armor Variations Darknut armor comes in a variety of


colors that denote a strict hieracrhical command structure.
The Red Darknut (or "Mighty Darknut") is chief among their
ranks, and wears a cape in addition to its horse-like helmet.
One of these Mighty Darknuts commands a small army of
soldiers. They keep three golden Darknuts as their
lieutenants, which in turn each have command over five
ordinary Darknuts. These batallions of Darknut soldiers are
an impressive force, and can destroy entire villages with great
ferocity and swiftness.
Unarmored Dexterity Beneath a Darknut's heavy armor, Marshal Undead. Unless the Darknut is incapacitated
they wear chain mail with regal adornments and a crown that it and undead creatures of its choice within 60 feet
protects their face. The lightly armored Darknut boasts a of it have advantage on saving throws against
wider range of special combat abilities, though it is naturally features that turn undead.
more susceptible to damage. In addition to their greater
movement over land, the unarmored Darknut as the ability to Spellcasting. The Darknut is a 10th-level spellcaster.
easily parry attacks and reposte with deadly accuracy. Its spellcasting ability is Intelligence (spell save DC
14 + 10 to hit with spell attacks). It has the
following paladin spells prepared:

Darknut (Unarmored) 1st level (4 slots): command, compelled duel,


searing smite
Medium humanoid, chaotic evil
2nd level (3 slots): hold person, magic weapon
Armor Class 17 (studded leather) 3rd level (3 slots): dispel magic, elemental weapon
Hit Points 153 (18d8 + 72)
Speed 50ft. Actions
Multiattack. The Darknut makes four estoc attacks.
STR DEX CON INT WIS CHA
Estoc. Melee Weapon Attack: +8 to hit, reach 5ft.,
16 (+3) 20 (+5) 18 (+4) 14 (+2) 10 (+0) 16 (+3) one target. Hit: 18 (3d8 + 5) piercing damage.

Saving Throws Dex +8, Wis +3, Cha +6 Reactions


Condition Immunities exhaustion, frightened Parry. The Darknut adds 6 to its AC against one
Damage Immunities necrotic, poison melee attack that would hit it. To do so, the Darknut
Senses darkvision 120 ft., passive Perception 10 must see the attacker, and be wielding a melee
Languages Abyssal, Common weapon.
Challenge 8 (3,900 XP)

10
Darknut (Armored)
Medium humanoid, chaotic evil

Armor Class 20 (plate, shield)


Hit Points 285 (30d8 + 150)
Speed 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 15 (+2) 20 (+5) 14 (+2) 10 (+0) 16 (+3)

Saving Throws Wis + 4, Cha + 7


Condition Immunities exhaustion, frightened,
poisoned
Damage Immunities necrotic, poison
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 10 (5,900 XP)

Magic Resistance. The Darknut has advantage on


saving throws against spells and other magical
effects.
Marshal Undead. Unless the Darknut is incapacitated
it and undead creatures of its choice within 60 feet
of it have advantage on saving throws against
features that turn undead.
Spellcasting. The Darknut is a 10th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC
14 + 10 to hit with spell attacks). It has the
following paladin spells prepared:
1st level (4 slots): command, compelled duel,
searing smite
2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon

Actions
Multiattack. The Darknut makes three greatsword
attacks.
Greatsword. Melee Weapon Attack: +10 to hit, reach
5ft., one target. Hit: 28 (4d10 + 6) slashing damage
or 32 (4d12 +6) slashing damage if used with two
hands.

11
Darknut (Heavy) Golden Darknut
Medium humanoid, chaotic evil Medium humanoid, chaotic evil

Armor Class 18 (plate) Armor Class 20 (plate, shield)


Hit Points 53 (7d8 + 21) Hit Points 60 (7d8 + 28)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 14 (+2) 18 (+4) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 14 (+2)

Condition Immunities frightened Condition Immunities frightened


Senses passive Perception 10 Senses passive Perception 10
Languages Abyssal, Common Languages Abyssal, Common
Challenge 3 (800 XP) Challenge 4 (1,100 XP)

Actions Actions
Greatsword. Melee Weapon Attack: +5 to hit, reach Greatsword. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 8 (1d10 + 3) slashing damage. 5ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Summon Soldiers (2/day). This Darknut summons two
ordinary Heavy Darknuts to help. The summoned
Darknuts disappear if this Darknut is killed.

Mighty Darknut
Medium humanoid, chaotic evil

Armor Class 20 (plate, shield)


Hit Points 76 (8d8 + 40)
Speed 25 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 20 (+5) 10 (+0) 10 (+0) 16 (+3)

Condition Immunities frightened


Senses passive Perception 10
Languages Abyssal, Common
Challenge 5 (1,800 XP)

Actions
Greatsword. Melee Weapon Attack: +8 to hit, reach
5ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Summon Soldiers (1/day). This Darknut summons one
Golden Darknut to help. The summoned Darknut
disappear if this Darknut is killed.

12
the main body of the body of the dead hand to hunt.
Dead Hand Movements and Immunities The Dead Hand moves
The Dead Hand is one of Hyrule's most vile and hideous unpredictably. When one of its arms catches another
creatures. They dwell solely in the deepest and most evil creature, it will emerge from the ground in a random location
infested parts of Hyrule's underworld. They emerge within 20 feet of the ensnaring hand,
naturally in places that have been bathed in then begin to move slowly in for
blood and death. Some say that they the kill.
remain in those dark places so as It is uknown exactly
to remind anyone who strays what the Dead Hand's
into them of Hyrule's dark past. body is made of. Its
Vile Arms The Dead Hand blood is green, however
slumbers beneath dirt ground, its skin is mottled with
laying in wait for its prey. Its brown, purple, and
stalk-like arms protrude above red swathes of
the surface of the ground, their pigmentation.
fingers outstretched, waiting to
grab hold of anything that Some believe this to
strays near enough to them. be the blood of its
Once the hands have gripped former victims.
tightly around its prey, the Dead Regardless, its
Hand's main body will explode bloated body is
out of the ground and begin to immune to
waddle towards whatever it bludgeoning
has ensnared. damage.
When the body draws close The Dead
to its victim, the Dead Hand's
decrepit head will lower slowly, Hand's arms will
opening its fetid maw to tear not let go of their
viciously at the flesh of its prey. prey unless
It is unclear how many arms damaged. If they take
a Dead Hand naturally has, as damage, but are not
adventurers have reported seeing killed, they will
them with as few as four, and as release whatever they
many as sixteen. Regardless, are holding and
the vile arms of the Dead Hand disappear into the
act in conjunction with
ground, where they will
regenerate until fully healed.
Dead Hand
Large monstrosity, chaotic evil
Dead Hand (arms)
Armor Class 13 Small horror, chaotic neutral
Hit Points 112 (15d10 + 30)
Speed 10 ft., burrow 30 ft. Armor Class 8
Hit Points 27 (6d8)
Speed Immobile
STR DEX CON INT WIS CHA
16 (+3) 10 (+1) 14 (+2) 4 (-3) 15 (+3) 6 (-2)
STR DEX CON INT WIS CHA
Damage Immunities bludgeoning 20 (+5) 7 (-2) 10 (+0) 1 (-5) 1 (-5) 1 (-5)
Senses tremorsense 60 ft. passive Perception 13
Languages Abyssal Senses passive Perception 5
Challenge 4 (1,100 XP) Languages None
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one Actions
target. Hit: 24 (4d8 + 6) piercing damage and 10 Grab. Melee Weapon Attack: +7 to hit, reach 5ft.,
(4d4) poison damage. one target. Hit: 7 (1d4 +5) bludgeoning damage. On
a hit, the target is grappled (escape DC 15). Until
Reactions this grapple ends, the target is restrained, and the
hand can't grab another target.
Emerge. Whenever one of the Dead Hand's arms
grabs a creature, it can use its reaction to emerge
from the ground and use its bite attack.

13
Deku Baba
Deku Babas are voracious carnivorous flora, commonly Deku Baba
found throughout the woods of Hyrule and adjacent realms. Small plant, unaligned
They rest, burrowed in the ground and surrounded by foliage, Armor Class 9
making them appear to be common plants. The trained eye Hit Points 13 (3d6 +3)
however can identify them based on their decrepit leaves and Speed 10 ft. (When separated from its stalk.)
the distinctive pit at their center, from which the Baba's
hungry jaws will inevitably spring.
These devious plants will remain dormant for most of the STR DEX CON INT WIS CHA
day, until any creature they see fit to prey upon strays within 12 (+1) 14 (+2) 12 (+1) 5 (-3) 1 (-5) 9 (-1)
its range. At this point they will burst from their hiding places
in the ground and furiously snap at whatever they decided Damage Vulnerabilities fire
would make a good meal. Upon ingestion, the Deku Baba will Senses passive Perception 5
emulsify and then decompose its food using strong acid, Languages none
digesting whatever its swallowed and harvesting nutrients Challenge 1/8 (25 XP)
from it. Deku Babas have been known to spit this acid at their
prey. Actions
When the Baba's stalk becomes damaged, or if the head is
entirely separated from its roots, a Deku Baba has the ability Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one
to wriggle along the ground and make a final assault on its target. Hit: 3 (1d4 +1) piercing damage plus 3 (1d4
enemies. The Baba will almost certainly die shortly after it +1) acid damage.
becomes separated from its roots, but some have been known Spit Acid. Ranged Weapon Attack: +4 to hit, range
to writhe around for up to an hour before death. 20/40 ft. Hit: 6 (1d6 + 2) acid damaage.

14
Dekus
Dekus are one of the prominent races found in Hyrule.
They are ubiquitous throughout the land, second only to
Hylians themselves. They are a plant race, characterized by
dark, hard bark-like skin, copious green leafy "hair", glowing
deep set eyes, and large round mouths that protrude
significantly from their heads. They speak their own Deku
language, but are known to interact regularly and congenially
with outsiders, particularly when involved in trade.
Dekus heavily populate all woodland that is not infected
with dark magic. They also regularly establish colonies in
swamps. Common Dekus dig into the ground and carve out
sumptuous hollows for themselves. They will interact with
visitors by popping their heads out of the ground through an
entry hole adorned with leaves. However, Deku royalty live in
luxurious castles made of wood and some Dekus have been
known to invest in realty for themselves.
While many Deku civilizations are insular and somewhat
xenophobic, there are those gregarious scrubs who will
happily adventure abroad or seek independence from one of A traditional Deku wind instrument.
their kingdoms in their own quiet part of a forest. Some of
these independent Dekus might become corrupted by the
dark magic that creeps through Hyrule's deep woods and Clever Travelers Dekus are typically very light weight, and as
become aggressive, mad Dekus. such are granted some special abilities when it comes to
Deku Society Dekus organize themselves into a strict movement and travel. They can bounce on the surface of
hierarchical caste system with a royal family rueling over all water for a short time, allowing them to pass over watery
of the Dekus in their kingdom. They are protective of Deku areas with ease.
traditions and customs and will typically shun outsiders and They also have the ability to fly over short distances with
bar their entry into their kingdoms. A Deku monarchy is the aid of specialized launchers that they can construct
absolute, and they will be surrounded by family, advisors, and rapidly in the ground. Once shot into the air, a Deku can
guards. deploy a small flower-like propeller that they hold over their
Other Deku classes are the artisans and craftscrubs. The heads allowing them to glide through the air. Some Dekus
latter are known for crafting fine and intricate wooden merchants, with a deep connection to woodland magic can
artifacts and architecture. These constructs are decorated use these propellers to travel great distanes. Dekus can also
with Deku patterns and art. Dekus have an extensive musical drop seeds like bombs when flying over a target.
tradition that includes both woodwind and percussion Druidic Shamans There are a select few Dekus who have
instruments. Dekus also have a merchant class, who typically attained a fairly sophisticated level of mastery when it comes
vary physically somewhat from the average scrub, and make to magic and spellcasting. Dekus are adherent to the Druidic
regular inroads with Hylian travelers and traders. arts and draw their power from nature and its energies. Only
Deku Defense Though physically diminutive, Dekus have a small group of special shaman Dekus have these abilities.
the ability to defend themselves. In addition to their ability to
hide inside their hovels, they are unsually spry and can spin
violently into enemies as though they were tops. They can Deku Scrub
also store a plethora of seed pods in a special organ inside Small plant, neutral good
their gullet and propel them through the air at great speeds.
Dekus have been known to take up arms against invaders as Armor Class 13 (natural armor)
well and can make use of simple weapons like shortswords, Hit Points 7 (2d6)
spears, and javelins. Speed 20 ft.
Communing With Nature Dekus are sentient plants and
as such have a deep connection to the woods. They
can understand and communicate with many STR DEX CON INT WIS CHA
forms of wild animal life and have some 12 (+1) 14 (+2) 11 (+0) 13 (+1) 10 (+0) 8 (-1)
magical abilities, born out of their
woodland lifestyle. One of the unique powers Skills Nature +3
granted to them from their attunement to magic is Damage Vulnerabilities fire
the ability to create a sphere of their own saliva Damage Resistences piercing
and shoot it at enemies. This can stun smaller Senses passive Perception 10
creatures and confuse predators that might be Languages Common, Deku
flying around a frightened Deku. Challenge 1/4 (50 XP)

A "Business Deku."

15
Scrub (Continued)
False Appearance. While the Scrub reamins
motionless, it is indistinguishable from a normal
shrub.
Actions
Spin. Melee Weapon Attack: +3 to hit, reach 5 ft., all
creatures within range. Hit: 3 (1d4 +1) bludgeoning
damage.
Spit. Ranged Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: If the target is a creature it must
make on a Constitution saving throw with a DC of
10. On a failed save, the target has disadvantage on
their next action.
Seed Blast. Ranged Weapon Attack: +4 to hit, reach
40/80 ft. one target. Hit: 7 (2d4 +2) bludgeoning
damage.
A Deku Scrub and a Mad Deku Scrub.

Spellcasting. The Deku Shaman is a 4th-level


Deku Shaman spellcaster. Its spellcasting ability is Wisdom (Spell
Small plant, neutral good save DC 12, +4 to hit with spell attacks). It has the
following druid spells prepared:
Armor Class 10 (natural armor)
Hit Points 26 (4d6 + 3) Cantrips (at will): druidcraft, shillelagh
Speed 20 ft. 1st level (3 slots): entangle, longstrider, speak with
animals
STR DEX CON INT WIS CHA 2nd level (3 slots): animal messenger, barkskin
3 (-4) 9 (-1) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
Actions
Skills Medicine +5, Nature +2, Perception +5 Spin. Melee Weapon Attack: -2 to hit, reach 5ft., all
Senses passive Perception 13 creatures within range. Hit: 1 bludgeoning damage.
Languages Common, Deku
Challenge 1/8 (25 XP)

A Deku royal family with servants.

16
Dinolfos
Dinolfos are one of the several suarian creatures found in
Hyrule. They stand roughly the same height as the average
human, and have the ability to wield martial weapons. They
are typically heavily armored, and boast an array of dangerous
attacks that make them a formidable opponent. These
include large armored gauntlets, sharp teeth, and a firey
breath weapon. They are solitary creatures, and lurk in
dungeons or caves, coveting shiny treasures.

Dodongos
Dodongos are fierce, reptilian beasts. They dwell in deep
caverns and relish the heat of fire and subterranean lava
flows. They can see with great detail, even in total darkness.
Their thick armored hides make them incredible hearty. They
Dinolfos are extremely aggressive predators and will not hesitate to
Medium humanoid (saurian), chaotic neutral hurl themselves at their prey with animal ferocity. They have
sharp claws and teeth, heavy tails, and they can shoot
Armor Class 18 (natural armor, half plate) streams of fire that can melt rock.
Hit Points 26 (4d8 + 8) Dodongos are ruled by an alpha male which grows
Speed 30 ft. significantly larger than its peers. When the alpha, or "King"
Dodongo is selected through fierce combat, special chemicals
are expressed in its body that causes it to grow extra hind
STR DEX CON INT WIS CHA legs, in contrast to its two-legged counterparts.
16 (+3) 12 (+1) 14 (+2) 12 (+1) 8 (-1) 7 (-2) Dodongos are worshipped and respected by the Gorons. In
particular, the King Dodongo is seen as an almost mythical
Senses passive Perception 9 creature. They also use their hides to make bags, and even
Languages Common, Saurian clothing that are resistant to fire and heat.
Challenge 2 (450 XP) Baby Dodongos In stark contrast to their mature
bretheren, infant Dodongos are generally helpless. They are
Actions protected by their large litters, and speed, though they have
no limbs. Additionally, when killed, baby Dodongos explode in
Multiattack. The Dinolfos makes one longsword an effort to prevent further attacks on their siblings.
attack and one gauntlet attack.
Longsword. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dodongo (Baby)
Gauntlet. Melee Weapon Attack: +3 to hit, reach 5ft., Tiny beast, unaligned
one target. Hit: 8 (2d6 + 1) piercing damage.
Armor Class 7
Fire Breath (3/day). The Dinolfos exhales fire in a 10- Hit Points 5 (1d4 + 2)
foot cone. Each creature in that area must make a DC Speed 45 ft.
13 Dexterity saving throw, taking 9 (2d8) fire
damage on a failed save, or half as much damage on
a successful one. STR DEX CON INT WIS CHA
3 (-4) 5 (-3) 14 (+2) 2 (-4) 1 (-5) 2 (-4)

Senses passive Perception 5


Languages none
Challenge 1/8 (15 XP)

Actions
Bite. Melee Weapon Attack: -2 to hit, reach 5ft., one
target. Hit: 1 piercing damage.
Explosive Death. When the baby Dodongo dies it
explodes in a 10 foot square. Each creature in that
area must make a DC 13 Dexterity saving throw,
taking 9 (2d8) fire damage on a failed save, or half as
much damage on a successful one.

17
Dodongo
Large beast, unaligned

Armor Class 18 (natural armor)


Hit Points 45 (6d10 + 12)
Speed 15 ft.

STR DEX CON INT WIS CHA


16 (+3) 7 (-2) 15 (+2) 8 (-1) 18 (+4) 4 (-3)

Damage Immunities Fire


Senses Darkvision 120 ft. passive Perception 14
Languages none
Challenge 2 (500 XP)

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one
target. Hit: 17 (4d6 + 3) piercing damage. Eyegore
Swift Tail Spin. Melee Weapon Attack: +0 to hit, reach The Eyegore is a magical construct. They are found only in
5ft., all targets in range.Hit: 5 (2d6 -2) bludgeoning Hyrule's most ancient dungeons and were used as sentries to
damage. protect holy sites and magical artifacts and relics. They are
Fire Breath (Recharge 5-6). The Dodongo exhales fire closely related to the Beamos and many of the same charms
in a 15-foot cone. Each creature in that area must were used to animate the Eyegore as its staionary
make a DC 13 Dexterity saving throw, taking 25 counterpart.
(5d8 + 2) fire damage on a failed save, or half as
much damage on a successful one.

Eyegore
Large construct, unaligned

Armor Class 19 (natural armor)


Hit Points 82 (15d10)
Speed 15 ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 10 (+0) 8 (-1) 6 (-2) 4 (-3)

Condition Immunities all


Damage Immunities all non-magical damage (except
its eye)
Senses passive Perception 8
Languages None
Challenge 5 (1,800 XP)

False Appearance. While inactive, the Eyegore


reamins motionless, it is indistinguishable from a
normal statue.
Immutable Form. The Eyegore is immune to any spell
or effect that would alter its form.

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 17 (4d6 +3) bludgeoning damage.
Eye beam. Ranged Spell Attack: +6 to hit, reach 30
ft., one target. Hit: 17 (4d6 +3) lightning damage.

18
Flare Dancer
The Flare Dancer is one of Hyrule's
most deeply magical creatures. It
appears to be a humanoid figure, albeit
constructed almost entirely of flames.
In reality, the Flare Dancer is a tiny
orb-shaped being with small legs
and a short stalk on its head. It uses
arcane magic to cloak itself in flame
and form the image of a humanoid
shape, complete with arms, legs, a
torso, and a head.
While in this form the Flare
Dancer's central body is nearly
invulnerable to damage. However
if it can be dislodged from its
flaming body, it will lose control of
its magic and scurry about on the
ground, desperately trying to find
safety.
In addition to its dangerous body
made of flames, the Flare Dancer
has several weapons at its disposal.
Its hands and feet appear to be sharp
blade-like appendages which can be
used to skewer its enemies.
Conjured by Magic. Certain spells and Fire Form. The Flare Dancer can move through a
magic items can conjure creatures similar to the space as narrow as 2 feet wide without squeezing. A
Flare Dancer. The same enchantments and creature that touches the Flare Dancer or hits it with
evocations that the central organism uses to create its a melee attack while within 5 feet of it takes 5
body can be used by skilled sorcerors. Nevertheless, it is the (1d10) fire damage. In addition, the Flare Dancer can
spherical life form at the Flare Dancer's body is in complete enter a hostile creature's space and stop there. The
control of its actions when engulfed in flame. first time it enters a creature's space on a turn, that
Elemental Nature. A Flare Dancer doesn't require, food, creature takes 5 (1d10) fire damage and catches
drink, or sleep. Its firey body however does require oxygen fire; until someone takes an action to douse the fire,
with which to burn. If separated from this source of the creature takes 5 (1d10) fire damge at the start of
combustion, the Flare Dancer will become inert once more. each of its turns.
Water may also cause this same effect. The world around the Illumination. The Flare Dancer sheds bright light in a
Flare Dancer responds to its presence the same as it would 30-foot radius and dim light in an additional 30 feet.
to any source of flame. Combustable objects or environments
will catch fire when exposed to the Flare Dancer's heated Water Susceptibility. For every 5 feet the Flare Dancer
form. moves in water, or for every gallon of water splashed
on it, it takes 3 cold damage.
True Form. When ignited, the Flare Dancer's central
core can be struck to knock it out of its firey visage.
Flare Dancer When hit, the Flare Dancer must make a Constitution
Medium elemental, neutral check (DC 11 + the opposing creature's Strength
modifier) or be knocked out of its flame body. The
Armor Class 18 (9 for the Core) Flare Dancer may not ignite itself again for 1 combat
Hit Points 44 (8d8 + 8) round.
Speed 50ft.
Explosion When the Flare Dancer's central node is
struck (while not ignited) it emits a 15 ft. spherical
STR DEX CON INT WIS CHA explosion of explosive force. Each creature in that
area must make a DC 15 saving throw, taking 11
10 (+0) 26 (+8) 12 (+1) 6 (-2) 10 (+0) 7 (-2) (2d10) fire damage on a failed save, or half as much
damage on a successful one.
Damage Resistances Bludgeoning, piercing, and
slashing from nonmagical attacks Actions
Damage Immunities fire, poison Touch. Melee Weapon Attack: +10 to hit, reach 5ft.,
Condition Immunities grappled, paralyzed, petrified, one target. Hit: 14 (4d6) piercing damage plus 5
poisoned, prone, restrained (1d10) fire damage. If the target is a creature or a
Senses darkvision 60 ft., passive Perception 10 flammable object, it ignites. Until a creature takes an
Languages Ignan action to douse the fire, the target takes 5 (1d10)
Challenge 3 (800 XP) fire damage at the start of each of its turns.

19
Freezard
The Freezard has similar elemental properties to the Flare Freezard
Dancer. However, it is a much less elegant creature. Rather, a Small elemental, unaligned
Freezard appears to be a large mass of ice. Though it does Armor Class 15 (natural armor)
not "dance" like its firey kin, it does move about with a sort of Hit Points 21 (6d6)
grace. While the Flare Dancer's movement resembles the Speed 40ft.
flickering flames from which it is created, the Freezard glides
across the ground like ice slipping along a smooth surface.
It emits a strong force of chilling energy all around it as it STR DEX CON INT WIS CHA
moves and leaves a trail of cold air behind it. Some Freezards 7 (-2) 16 (+3) 11 (+0) 7 (-2) 10 (+0) 12 (+1)
choose to remain immoble, but all of these creatures possess
the ability to shoot a blast of freezing magic from their icy Damage Vulnerabilities bludgeoning, fire
maw that can trap unsuspecting enemies in a block of ice. Damage Immunities cold, poison
Though they are somewhat intimidating, and certainly Condition Immunities poisoned
dangerous, the Freezard is a relatively weak creature. It's frail Senses darkvision 60 ft., passive Perception 10
body is indeed made of ice, and as such, they are extremely Languages none
susceptible to flames. A Freezard has the ability to function Challenge 1/2 (100 XP)
however even if much of its body has been chipped away.
Similarly, if melted completely, the Freezard has the ability to False Appearance. While the Freezard remains
slowly reassemble itself if it remains in a suitable motionless, it is indistinguishable from an ordinary
environment for its reconstitution. block of ice.
Innate Spellcasting (1/Day). The Freezard can innately
cast fog cloud, requiring no material components. Its
innate spellcasting ability is Charisma.
Reconstitution. If the Freezard is killed, but remains
in a cold environment, it will reconstitute its form,
returning it to full health, after one day.
Chilling Aura. The Freezard leaves a trail of frigid air
behind it in any space that it moves through.
Whenever a creature finishes moving through the
frigid air on a turn, willingly or otherwise, the
creature must make a DC 13 Constitution saving
throw, taking 7 (2d6) cold damage on a failed save,
or half as much damage on a successful one. The
frigid air dissipates after one minute.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one
target. Hit: 3 (2d4 -2) piercing damage plus 2 (1d4)
Garo cold damage.
The Garo are an ancient race of humanoids found in the Frost Breath. The Freezard exhales a 15-foot cone of
Ikana region in the East of Termina. They are clothed in cold air. Each creature in that area must succeed on
brown robes with green eyes that glow out from under their a DC 14 Dexterity saving throw, taking 14 (4d6)
hoods. They are an ancient race and are masters of a form of cold damage on a failed save, or half as much
stealth combat. Though found in Ikana, legend has it that damage on a successful one.
they were originally sent there from a foreign nation to spy on
the region.
There is evidence to suggest that all of the Garo spies in The Garo Master resembles normal Garo, except its robes
Ikana have in fact died, eons ago, and what remains are are a shade of regal purple, and it wears a golden helmet on
merely empty shells that inhabit their robes. This evidence its head instead of a hood. It displays a similar affinity for fire,
includes the fact that Garos have the ability to turn and carries with it two flaming swords. They are faster and
themselves completely invisible when motionless, leading more powerful than common Garo. They are also
many residents of Termina to regard them as ghosts. exceptionally rare.
They also seem to have some affinity for fire magic, and It has been reported that some wary and ancient Garos
when engaged in combat with an enemey, have been known have appeared to confuse travelers for their masters. They
to generate a ring of flame around them that prevents escape can be tricked into sharing valuable information about the
from the battle. surrounding area with those beings to which they
Garo Masters The Garo seem to have a strict hierarchical demonstrate their allegience. If the Garo recongizes that it is
system of command, with a Garo Master acting as their indeed not speaking with its master, it will attack.
leader.

20
Garos in Combat The Garos
are are skilled sword fighters.
They wield two schimitars or,
less often, two daggers. Their
incredibly dextrous fighting style
makes them difficult to hit.
Their style of combat is focused on
jumping, and dodging attacks.
Accordingly, they have little experience
being successfully blocked during a fight.
They are extremely susceptible to repostes
under these circumstances.

Garo
Medium humanoid, lawful evil

Armor Class 15 (leather armor)


Hit Points 16 (3d8 +3)
Speed 30 ft.

STR DEX CON INT WIS CHA Garo Master


11 (+0) 18 (+4) 12 (+1) 11 (+0) 13 +1) 11 (+0) Medium humanoid, lawful evil

Armor Class 16 (leather armor)


Skills Acrobatics +6, Perception +3, Stealth +6, Hit Points 39 (6d8 + 12)
Survival +3 Speed 30 ft.
Senses passive Perception 11
Languages Common, Ikana, Garo
Challenge 2 (450 XP) STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 15 (+2) 12 (+1) 14 +2) 11 (+0)
Flame Barrier Upon entering combat, the Garo may
magically erect a flaming barrier around it and its
opponent. Whenever a creature finishes moving Skills Acrobatics +7, Perception +4, Stealth +7,
through the barrier on a turn, willingly or otherwise, Survival +4
the creature must make a DC 13 Constitution saving Senses passive Perception 12
throw, taking 11 (3d6) fire damage on a failed save, Languages Common, Ikana, Garo
or half as much damage on a successful one. The fire Challenge 4 (1,100 XP)
dissipates when the Garo is incapacitated or dies.
Flame Barrier Upon entering combat, the Garo may
Keen Hearing and Sight. Garos have avantage on magically erect a flaming barrier around it and its
Wisdom (Perception) checks that rely on hearing or opponent. Whenever a creature finishes moving
sight. through the barrier on a turn, willingly or otherwise,
Sneak Attack Once per turn, the Garo deals an extra 7 the creature must make a DC 13 Constitution saving
(2d6) damage when it hits a target with a weapon throw, taking 11 (3d6) fire damage on a failed save,
attack and has advantage on the attack roll, or when or half as much damage on a successful one. The fire
the target is within 5 feet of an ally of the Garo that dissipates when the Garo is incapacitated or dies.
isn't incapacitatded and the Garo doesn't have Sneak Attack Once per turn, the Garo deals an extra 7
disadvantage on the attack roll. (2d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
Actions the target is within 5 feet of an ally of the Garo that
Multiattack The Garo makes two schimitar attacks. isn't incapacitatded and the Garo doesn't have
disadvantage on the attack roll.
Schimitar. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 11 (2d6 + 4) slashing damage. Actions
Lunging Attack: +10 to hit, reach 15 ft,. one target. Multiattack The Garo makes two flaming schimitar
Hit: 8 (1d6 +4) piercing damage. If the target is hit attacks.
by the lunging attack, it may make a Dexterity saving
throw (DC 18). If successful, the Garo deals no Flaming Schimitar. Melee Weapon Attack: +7 to hit,
damage, and the target may make an attack on the reach 5ft., one target. Hit: 12 (2d6 + 5) slashing
Garo. damage and 10 (3d6) fire damage.

21
Gerudo
The Gerudo are one of the prominent humanoid races of
Hyrule and the surrounding region. Two major colonies of
Gerudo are known to exist. The principle group of Gerudo
resides in the desert of Western Hyrule, but another, smaller
colony can be found along the coasts of Termina. The Gerudo
have a striking appearence which distinguishes them from
Hylians. They have an olive-brown skin tone, golden eyes, and
typically have bright red hair. They also tend to have severely
pointed noses, sometimes in place of the pointed ears of the
Hylians.
Gerudo Society. The Gerudo live in an almost entirely
female-dominated society. They fill all the same traditional
gender roles that might be occupied by men in Hylian society.
A single male Gerudo is born every hundred years and serves
as King to his people. The infrequency of the male Gerudo's
birth implies that they may be somewhat long lived, and have
significant resilliency in their biology to allow for repeated
breeding with a single male. It is unclear what role the King
actually has in the governence of Gerudo society, but they
seem to at least have direct control over Gerudo military
forces. The Great King Ganondorf used the Gerudo army in
an attempt to conquer Hyrule.
Due to the unique gender makeup of their population, the
Gerudo are typically distrustful and disdainful of men from
other races. Nevertheless, some Hylian men boast of being
accepted into Gerudo society. Very few are able to support Indeed, there are those members of Gerudo society who will
this claim with a special card identifying them as being actively seek out the attainment of loot from travelers and
honorary members of Gerudo society. This is apparently merchants alike. Typically, these raids are reserved for those
obtained through ritualistic combat, by which the foreign who trespass into Gerudo territory, and the governing Gerudo
male might prove their worth. Indeed however, the majority of view these attacks and a justified response to aggressive and
these claims of Gerudo membership are likely false. disrespectful invasion of their lands.
Gerudo Spirituality. The Gerudo have a deep and rich Skilled Warriors. The Gerudo practice a unique and
spiritual life. In addition to their regular worship of Din, graceful form of combat. They are known to use schimitars as
Nayru, and Farore, they also display a strong connection to well as large, curved glaives. Gerudo warriors will spin and
the Goddess of the Sand. Some theologians believe that the jump throughout combat in an attempt to confound and
Goddess of the Sand is in fact Din herself, reincarnated. This frighten their opponents. Their acrobatic styles are similar to
is evidenced by the Hylian legend that indicates that Din the Garo, implying that they may be derived from a common
created the land of the world, as well as the fact that Din's style. They have also been known to employ similar stealth
piece of the legendary Triforce is the Triforce of Power, which techniques to the Sheikah, another of Hyrule's humanoid
was possessed by the Great King Ganondorf. races. As the Sheikah also seem to be dominated by women,
Gerudo Architecture. The Gerudo have proved it is likely that the two groups had a common ancestry,
themselves as competent architects and masterful builders. however this connection would have been eons ago.
Their desert kingdom is constructed of flat, square, stone Gerudo Witches. Some aged Gerudo have also been
buildings, emerging from the rockface of the natural desert known to take up witchcraft. They are skilled in the dark arts
landscape. Gerudo inventors are also quite advanced, and the and use offensive magic (like fire and ice attacks) as well as
Gerudo of Termina have developed complex techincal hexes, charms, and enchantments. They are also fabled
wonders including motorized ships, and water pumping alchemists, and are renowned for their potion making
techonlogies. abilities. In fact, the Gerudo witches of Termina's great
Pirates and Thieves. The Gerudo have a reputation swamp are sought from great distances for their coveted
throughout Hyrule as being thieves, and those in Termina are brews.
generally thought to be pirates. While there is truth to these
accusations, it is hardly fair to make such broad
generalizations about such a large population of people.
Rather, Gerudo civilization is founded on principles of
strength and rugged survivalism, necessarily engendered by
the harsh environments in which they live. They value
decisive actions and cunning, and have little respect for the
pomp and tender meekness of Hylian society. As such, they
have a contentuous relationship with Hylians, and
demonstrate little respect for them. The symbol of the Gerudo.

22
Gerudo Guard
Medium humanoid, chaotic neutral

Armor Class 15
Hit Points 27 (6d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 11 (+0) 11 (+0) 10 (+0) 12 (+1)

Saving Throws Dex +7, Int +2


Skills Acrobatics +7, Deception +3, Perception +2,
Stealth +7
Senses passive Perception 10
Languages Common, Gerudo
Gerudo Warrior Challenge 2 (450 XP)
Medium humanoid, chaotic neutral Cunning Action. On each of her turns, the Gerudo
can use a bonus action to take the Dash, Disengage,
Armor Class 17 or Hide action.
Hit Points 66 (12d8 +12)
Speed 30 ft. Evasion. If the Gerudo is subjected to an effect that
allows her to make a Dexterity saving throw to take
only half damage, the Gerudo instead takes no
STR DEX CON INT WIS CHA damage if she succeeds on a saving throw, and only
15 (+2) 24 (+7) 13 (+1) 13 (+1) 11 (+0) 13 (+1) half damage if it fails.
Sneak Attack. Once per turn, the Gerudo deals and
Saving Throws Dex +10, Int +4 extra 6 (1d6 +2) damage when she hits a target with
Skills Acrobatics +10, Deception +4, Perception +3, a weapon attack and has advantage on the attack roll,
Stealth +10 or when the target is within 5 feet of an ally of the
Senses passive Perception 10 Gerudo that isn't incapacitated and the Gerudo
Languages Common, Gerudo doesn't have disadvantage on the attack roll.
Challenge 5 (1,800 XP)
Actions
Cunning Action. On each of her turns, the Gerudo Glaive. Melee Weapon Attack: +3 to hit, reach 5ft.,
can use a bonus action to take the Dash, Disengage, one target. Hit: 7 (1d10 + 1) slashing damage.
or Hide action.
Assassinate. During her first turn, the Gerudo has
advantage on attack rolls against any creature that
hasn't taken a turn. Any hit the Gerudo scores
against a surprised creature is a critical hit.
Evasion. If the Gerudo is subjected to an effect that
allows her to make a Dexterity saving throw to take
only half damage, the Gerudo instead takes no
damage if she succeeds on a saving throw, and only
half damage if it fails.
Sneak Attack. Once per turn, the Gerudo deals and
extra 14 (4d6) damage when she hits a target with a
weapon attack and has advantage on the attack roll,
or when the target is within 5 feet of an ally of the
Gerudo that isn't incapacitated and the Gerudo
doesn't have disadvantage on the attack roll.

Actions
Multiattack. The Gerudo Warrior makes four
schimitar attacks.
Schimitar. Melee Weapon Attack: +10 to hit, reach
5ft., one target. Hit: 14 (2d6 + 7) slashing damage.

23
Gibdo
Gibdos are flesh eating, mumified corpses of Hylian warriors
who have been corrupted by evil, dark magic. They are not Gibdo
found in all graveyards or crypts, but only those which have
been perverted by evil. While most Gibdos are mindless Medium undead, lawful evil
beasts that will attack anything that strays into their tombs, Armor Class 11 (armor scraps)
there are some which display a modicum of sentience. They Hit Points 58 (9d8 + 18)
can be deceived by disguises and will not attack someone Speed 20 ft.
who appears to be a Gibdo themselves. In those cases,
Gibdos might indeed prove helpful to clever travelers.
Preserved Wrath. The long burial rituals that accompany STR DEX CON INT WIS CHA
a Gibdo's entombment help protect its body from rot. In the 16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)
embalming process, the newly dead creature's organs are
removed and placed in special jars, and its corpse is treated Saving Throws Wis +2
with preserving oils, herbs, and wrappings. After the body has Damage Vulnerabilities fire
been prepared, the corpse is typically wrapped in linen Damage Resistances bludgeoning, piercing, and
bandages. slashing from nonmagical attacks
Gibdo Attacks. Gibdos are generally armed with the Damage Immunities necrotic, poison
martial weapons with which they were burried. They will Condition Immunities charmed, exhaustion,
wield these with great strength. They also have the ability to frightened, paralyzed, poisoned
petrify their opponents, and paralyze them for a short time by Senses darkvision 60 ft., passive Perception 10
emitting a terrifying scream. Gibdos also curse those they Languages the languages it knew in life
touch. In the days following a Gibdo's touch, a victim's body Challenge 1 (325 XP)
rots from the outside in, until nothing but dust remains.
Sensitivity to Sun and Fire. Gibdos are generally Actions
resistent to most damage. However, they are extremely Multiattack. The Gibdo can use its Dreadful Glare and
susceptible to fire and to sunlight. The former can completely makes one attack with its rotting fist.
burn away a Gibdo's withered, rotting body. The latter
however can paralyze them, much the same way that they Rotting Fist. Melee Weapon Attack: +5 to hit, reach
paralyze their victims with their scream. 5ft., one target. Hit: 10 (2d6 +3) bludgeoning
Undead Nature. A Gibdo doesn't require air, food, drink, or damage plus 7 (2d6) necrotic damage. If the target
sleep. is a creature, it must succeed on a DC 12
Constitution saving throw or be cursed with Gibdo
rot. The cursed target can't regain hit points, and its
hit point maximum decreases by 5 (1d6 +1) for
every 24 hours that elapse. If the curse reduces the
target's hit point maximum to 0, the target dies, and
its body turns to dust. The curst lasts until removed
by the remove curse spell or other magic.
Greatsword. Melee Weapon Attack: +5 to hit, reach
10ft., one target. Hit: 16 (2d12 +3) slashing
damage.
Dreadful Glare. The Gibdo targets one creature it can
see within 60 feet of it. If the target can see the
Gibdo, it must succeed on a DC 11 Wisdom saving
throw against this magic or become frightened until
the end of the Gibdo's next turn. If the target fails
the saving throw by 5 or more, it is also paralyzed for
the same duration. A target that succeeds on the
saving throw is immune to the Dreadful Glare of all
Gibdos for the next 24 hours.

24
Goron Culture Gorons generally have a friendly, brotherly
Gorons culture. They are rarely seen fighting each other unless for
The Gorons are a large humanoid race found throughout entertainment, like in sumo and boxing match. The only
Hyrule's mountainouts and cavernous areas. They subsist scenario in which they appear less than peaceful is in if
almost entirely on a diet of rocks and minerals found in their threatened, in which the Gorons disallow other races from
subterranean environment. Gorons have been known to entering the mountains, because of their pride. In Goron
construct massive underground kingdoms, both inside culture, people outside of one's bloodline can apparently be
preexisting cave systems and by way of new construction and considered family, as they have been known to consider
tunneling. Despite their hulking appearance, Gorons are a Hylian individuals to be their "brothers" and consider them
peaceful and spiritual race. When provoked however, they will Gorons.
make use of their great stature to engage an enemy. Many Their culture is 'explosive' despite their affability. An
travelers judge Gorons on their appearance and assume that ancient Goron saying claims that manhood can only be
they are unintelligent. However, Gorons have demonstrated reached by "rolling with a bomb flower", as if to roll through
advanced industrialization techniques that they use to mine the explosion. Much of their architecture and many of their
and mould their expansive kingdoms. habits revolve around explosions and are almost always
They are presumably silicon-based due to a strict diet of closely tied with bombs. They are expert pyrotechnists,
rocks and, possibly as a result, they develop rocky growths on having famously re-engineering the common bomb into the
their backs as they age. Their apparent immunity to drowning Powder Keg - a powerful barrel of dynamite which can take
would also stem from this, as the silicate minerals and rocks out even the greatest of boulders. Their principle export is
are extremely common and contain oxygen. However, their explosive materials used to make bombs, as well as bomb
enormous density, leaves them unable to float or swim. bags and clothing that is made of Dodongo skin and is
The average Goron is a bit smaller than a Hylian when resistent to fire.
standing fully erect. There are certain Goron warriors Gorons, disguised as Traveling Merchants, are seldom
however, who consume a strict diet of bomb-flowers seen, and they have no apparent societal structure or
(indiginous flora of their natural habitat) that grow to be civilization. They are known to deal in valuable items as well
nearly twice the size of the average Hylian. They possess as decorative curios. There is also a small Goron
enough physical strength to shatter large boulders and carve archaeological society which makes use of the Goron's
out tunnels using only their fists, without suffering any natural predilection for digging and excavation. Their large
significant fatigue afterwards. Particularly large Gorons like size also makes them ideal contractors for construction
Dangoro possess even more strength in addition to their size, projects around Hyrule. They excel at such tasks, particularly
to the point of managing to create quakes by stomping on the when complex stonework and masonry is involved.
ground.
There are some few Gorons that grow to gigantic sizes.
Two such behemoth Gorons known as Biggoron and
Medigoron were known to live in and around
Hyrule's Death mountain. Due to their
extreme size, Gorons of this stature are not
known to move with regularity. Instead,
they take up occupations that require
the use of their hands, such as smithing.
Indeed, Biggoron and Medigoron were
legendary blacksmiths who crafted
notoriously powerful weapons and
armor for Gorons and Hylians alike.
All Gorons that are seen are male
and are referred to as such. They
call each other "brother" and never
once has a Goron referred to another
as "she" or "her". Also, many young
Gorons are found to have a father, but
no second parent has ever been
mentioned. This has lead to some
speculation that Gorons may in fact be
grown directly out of rock, perhaps with
some magical influence involved.
It is interesting to note that this gendered
exclusivity is the mirror image of the Gerudo.
There are other similaritys between the two
races, including their respective worship of
the goddess Din, stemming from their deep
relationship with the land. This has lead some
historians to posit that these two races may
have indeed been created by the goddesses to
represent the two opposing extremes of gender.
25
Goron Infants and Elders. Gorons are ruled by the
strongest among them. Giant Gorons are discounted from
consideration for this role, as they are generally immobile.
These rulers have absolute power over their tribe. Any
Gorons in their domain show incredible dedication to their
leaders and will even mobilize for war if called upon to do so.
A Goron will remain in this position of power, even into old
age. These Elder Gorons typically abdicate their thrones
however, turning over command of the tribe to their next of
kin. Only in rare cases are the children of Goron elders
considered unfit to rule, and as such, most Goron tribes
conform to a type of monarchy.
Infant Goron princes are treated with
great respect and are often doted upon. They
are fairly helpless creatures. Their rocky
skin has not matured fully, and as such they
are soft and easily wounded.
Goron Spirituality. Goron shamans
exist and practice carefully cultivated
magic. They can use this magic to
magically transport small groups of other
Gorons, including warriors, into or around
Common Goron combat areas. They can also magically imbue
artifacts such as bracelets with
Medium humanoid, lawful good enchantments that increase the strength of
the wearer.
Armor Class 13 (natural armor) Gorons worship Din above the other three
Hit Points 55 (10d8 + 10) goddesses of Hyrule. They also have a close and deeply
Speed 20 ft., roll 40 ft. spiritual relationship with the Dodongos that share their
caverns. Some Gorons have even been known to take infant
Dodongos as pets, but without careful and specialized
STR DEX CON INT WIS CHA training and domestication, they typically have to be released
17 (+3) 13 (+1) 13 (+1) 13 (+1) 12 (+1) 15 (+2) upon maturation. The legendary "King Dodongo" is also
revered in Goron society as being a symbol of strength and
Damage Immunities fire, poison, bludgeoning, and overwhelming power.
slashing from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Common, Goron
Goron Shaman
Medium humanoid, lawful good
Challenge 1 (300 XP)
Armor Class 12 (natural armor)
Pack Tactics. The Goron has advantage on an attack Hit Points 33 (6d8 + 6)
roll against a creature if at least one of the Goron's Speed 20 ft.
allies is within 5 feet of the creature and the ally isn't
incapacitated.
STR DEX CON INT WIS CHA
False Appearance. While the Goron remains curled up 14 (+2) 10 (+0) 12 (+1) 18 (+4) 18 (+4) 14 (+2)
and motionless, it is indistinguishable from an
ordinary rock. Damage Immunities fire, poison, bludgeoning, and
slashing from nonmagical attacks
Actions Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
Multiattack The Goron makes two punching attacks. Languages Common, Goron
Punch. Melee Weapon Attack: +4 to hit, reach 5ft., Challenge 3 (900 XP)
one target. Hit: 10 (2d6 +3) bludgeoning damage.
Summon Warriors. 2 (1d4) Goron warriors appear
Rolling Defense. While the common Goron is not around the Shaman. These warriors remain even after
trained in using its rolling as an attack, they can the shaman has been killed or incapacitated and have
disengage from combat as an action by curling up disadvantage on all attack rolls.
and rolling away. It may not attack during a turn in
which it uses rolling defense. This provides the
Goron with +3 AC and allows it to take the Actions
Disengage action as a bonus action on each of its Fireball (4/day). The Shaman casts the spellFireball as
turns. a 3rd level spell, dealing 32 (8d6) damage.

26
Gorons in Combat Gorons typically rely on
their impressive girth and overwhelming
strength in a fight. They use punches and
stomps to crush their enemies. In addition
to this method of combat (at which they
exceed) Gorons have also been known
to use large weapons such as
hammers and even axes in a battle.
Gorons also have the ability to curl
themselves into a ball and roll
forwards. This can serve as both a
defensive tactic, as their hard, rocky
backs are nearly impenetrable with
normal weapons, or as an offensive
technique since they can bowl over
their enemies when rolling quickly.
Some Gorons use this technique to
travel great distances. In fact, racing
while curled up in a ball is a common
and popular form of Goron sport and
entertainment.
While curled up, Gorons can propel
themselves into the air and then come
crashing downwards to damage an enemy.
Some Gorons utilize this technique, paired
with an explosive shockwae that eminates
from their bodies upon slamming into the
ground. Only skilled Goron warriors can make
use of this particular ability however.

Goron Warrior Actions


Medium humanoid, lawful good
Punch. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Armor Class 16 (natural armor, half plate) target. Hit: 11 (2d6 +4) bludgeoning damage.
Hit Points 65 (10d8 + 20) Explosive Slam (3/day). The Goron Warrior curls up and
Speed 20 ft., roll 40 ft. jumps into the air. It them slams back down with
explosive force, creating a 10 ft. spherical explosion of
STR DEX CON INT WIS CHA magical force. Each creature in that area must make a
DC 14 Dexterity saving throw, taking 14 (4d6) fire
18 (+4) 15 (+2) 15 (+2) 11 (+0) 10 (+0) 13 (+1) damage on a failed save, or half as much damage on a
successful one.
Damage Immunities fire, poison, bludgeoning, and Rolling Charge (Recharge 6) Melee Weapon Attack: +5 to
slashing from nonmagical attacks hit, reach 30 ft., one target.Hit: 27 (6d8) bludgeoning
Condition Immunities poisoned damage. If the target is a creature, it must succeed on a
Senses darkvision 120 ft., passive Perception 10 DC 15 Strength saving throw or be knocked prone.
Languages Common, Goron
Challenge 4 (1,100 XP) Rolling Defense. The Goron Warrior can curl up and
disengage from combat by rolling away. It may not
False Appearance. While the Goron remains curled up attack during a turn in which it uses rolling defense. This
and motionless, it is indistinguishable from an ordinary provides the Goron with +3 AC and allows it to take the
rock. Disengage action as a bonus action on each of its turns.

27
Guay
The Guay is a dark, crow-like bird that is commonly seen
flying above spacious areas. They flock in places such as
deserts, lakes, and farmland. While the Guay is generally
small, most varieties of Guay are slow in flight. These birds
are seldom seen alone, and are typically always seen in large
flocks. Occasionally however, lone Guays have been known to
fly over populated areas.
Guays will hone in on a target and pursue them as long as
they are within close proximity. This behavior can work to the
target's benefit the majority of the time, as when defeated, the
Guay will often drop large quantities of Rupees. They store
these Rupees in their feathers and talons. Their dives make
them easy to defeat with short-ranged weapons such as
swords, though they can also just as easily be killed with long-
ranged weapons such as a bow.
Some Guay will attempt to defecate on their prey before Helmasaur
diving in for an attack. Guay droppings have a poisonous The Helmasaur is a rodent-like creature with a large round
quality to them, and can drain the stamina of those exposed posterior and a sharp horn on its face. Their most distinctive
to them. quality is the large, metallic shell mounted on the front of
their bodies. This shell is impervious to most damage types,
but can be dislodged and removed. This expands their
Guay vulnerability from their backside to the front and head as well.
Tiny beast, unaligned They charge their opponents in battle, in an attempt to knock
them over, or to skewer them on their shell's spikes.
Armor Class 12
Hit Points 4 (1d4 + 1)
Speed 10 ft., fly 35 ft.
Helmasaur
Small beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 18 (10 without shell)
6 (-2) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 3 (-4) Hit Points 22 (4d6 + 8)
Speed 20 ft., 40 ft. while charging
Skills Perception +4
Senses passive Perception 10
Languages none STR DEX CON INT WIS CHA
Challenge 0 (10 XP) 18 (+4) 10 (+0) 15 (+2) 2 (-4) 14 (+2) 13 (+2)
Keen Sight. The Guay has advantage on wisdom
Damage Immunities fire, poison, bludgeoning, and
(Perception) checks that rely on sight.
slashing from nonmagical attacks
Senses darkvision, 60 ft., passive Perception 12
Actions Languages none
Peck. Melee Weapon Attack: -2 to hit, reach 5 ft., Challenge 2 (450 XP)
one target. Hit: 4 (3d4 - 2) piercing damage.
Removable Shells. When within 5 feet of the
Helmasaur, a creature may attempt to remove its
shell as an action. The shell will be removed on a
successful DC 18 Dexterity check, but prompts a
biting attack from the Helmasaur.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 +4) piercing damage.
Charge. Melee Weapon Attack: +6 to hit, reach 40 ft.,
one target. Hit: 18 (4d6 +4) bludgeioning damage. If
the target is a creature, it must make a DC 15
Dexterity saving throw or be knocked prone.

28
These "round-eared" humans do not claim heritage with
Hiploop any of the other known races.
There are a number of humans that are round
-eared but are otherwise similar to the Hylians in
appearance and culture, and often live with them
in the same towns, it is unknown as to whether
or not these humans belong to a distinct race.
Round-eared humans do not possess magical
powers, like Hylians. These particular
humans are the majority in the lands of
Hiploops are raging insect-like creatures that attack anyone Holodrum and Labrynna, and Hytopia, as
well as the Hylian province of Ordona. Some
by ramming into them if they pass directly in front of them. humans believe that the dependence on magic
Hiploops occasionally wear metal masks, shielding their of their Hylian counterparts make them rigid
vulnerable faces; however, their backsides remain vulnerable. and unadaptable to change. They believe that
This behavior is similar to the Helmasaur. They are regularly if there were ever
found dwelling in the woods of Hyrule, but seem to be more any form of
common in the forests of Termina. They are a common cataclysm in the
enemy to the Deku people, who have devised strategies for world, that they
defeating them. would grow to
become the
dominant
culture
Hiploop and race,
as the
Small beast, unaligned
pampered
Armor Class 14 (10 without mask) Hylians
Hit Points 5 (1d6 + 2) would not be
Speed 20 ft. able to adjust
to any
substantial
STR DEX CON INT WIS CHA change to
their
8 (-1) 11 (+0) 14 (+2) 2 (-4) 11 (+0) 5 (-3) environment.
Senses passive Perception 10
Languages None
Challenge 1/2 (100 XP)

Keen Smell. The Hiploop has advantage on Wisdom


(Perception) checks that rely on smell.
Human Warrior
Removable Masks. When within 5 feet of the Medium humanoid, lawful good
Hiploop, a creature may attempt to remove its mask
as an action. The mask will be removed on a Armor Class 12 (leather armor)
successful DC 13 Dexterity check, but prompts a Hit Points 11 (2d8 + 2)
biting attack from the Hiploop. Speed 30 ft.
Actions
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 4 (2d4 -1) piercing damage. 12 (+1) 12 (+1) 12 (+1) 10 (+0) 13 (+2) 15 (+2)

Senses passive Perception 12


Languages Common
Challenge 1/8 (25 XP)
Humans
Several of the races in the realm of Hyrule can be described Actions
as being human, or at least humanoid. The Gerudo, the Garo, Longsword. Melee Weapon Attack: +3 to hit, reach
the Ikana, the Sheikah, and the Hylians can all be grouped 5ft., one target. Hit: 4 (1d6 + 1) slashing damage.
under the larger umbrella term of human. They are physically
differentiated from the other major races in Hyrule such as Light Crossbow. Melee Weapon Attack: +3 to hit,
the Dekus, Gorons, and Zora. There exists a very small range 80/320 ft., one target.Hit: 5 (1d8 +1)
subset of humans who are distinctly identified when piercing damage.
compared to Hylians or Gerudo by their rounded ears.

29
Hylians (Hylia) Hylian farmers and a child.
Hylians are a humanoid race indigenous to the
realm of Hyrule. They are characterized by
fair skin, straight hair, and most notably, their
sharply pointed ears. Though they would seem to
have originated in the land of Hyrule, Hylians
have expanded throughout the surrounding
lands and continents. As such, they are the
dominant race found throughout the world.
While there are self-contained city states of
Hylians throughout the world, the capital city of
their race is clearly centered in Hyrule. They
tend towards a peaceful life in a variety of
occupations including farming, craftsmanship,
trading, the arts, and manual labor.
Hylians have long, elf-like ears that supposedly
enable them to hear special messages from the
goddessess. It is known that Hylians have an
extended life-span, to the point of living for
centuries. Their heritage also gives them unique
psychic and magical abilities. The Hylians have
therefore given birth to many heroes through the
ages.
Diverse Populations. Hylians from Termina
are often called "Terminans" by travelers;
however, this is technically incorrect. "Terminan"
could apply to anyone from the Termina
region, including other races such as Gorons,
Zoras, Deku Scrubs, etc. So-called "Terminans"
seem different from the people of Hyrule, such as
being more technologically-advanced, but this by
no means implies a different race. It is interesting to note that Origins in the Clouds. Legend has it that when the
no Terminan Hylians seem to use magic, implying they either homeland of the Hylians was under a massive assault by
have no need to or are incapable of doing so. Of course it is demonic hoards, they were separated from the Surface for
possible that they can use magic, however they simply do not thousands of years by Hylia in an attempt to protect them.
rely on it as much due to their technology. Living above the clouds on a separate outcrop of earth, they
The parallel world of Lorule is also inhabited by Hylians or named the safe haven Skyloft. In the sky, the new society
their Lorulean equivalent. Like the Hylians of Hyrule and flourished in peace and the majority of the Skyloft populace
Termina, they have pointy ears as well as psychic and magical remained ignorant of the ravaged world below the clouds for
abilities, though their eye and hair colors are darker than centuries. It can be assumed that a portion of Skyloft's
their Hyrulean counterparts such as is the case of Lorule's population flew down and repopulated the Surface leading to
Princess Hilda who has dark purple hair and red eyes which the Hylian establishment of the Kingdom of Hyrule. The
differ from Princess Zelda's blonde hair and blue eyes. The Oocca are said to have aided them in their migration from the
Lolians also are known to be darker (though not outright evil) floating Skyloft to the Surface.
or possess a personality that is the opposite of their Hylian Hylian Spirituality. In addition to regular worship of the
counterpart. the Lorulean Royal Family of the past is said to three goddesses Din, Farore, and Nayru, Hylians have a
have be willing to take extreme measures to protect and/or special relationship to the goddess Hylia, from whom they
preserve their kingdom, such as destroying their Triforce to derive their name.
end the civil wars it caused, only to bring chaos and ruin to Descended from the people who lived among the goddess
Lorule due to its destruction. Hylia long prior to the establishment of Hyrule as a kingdom,
Martial Traditions. The Knights of Hyrule can be traced they are a magic race who have inherited the blood, powers
back to the academy of knights in Skyloft. They are the and abilities of their ancient ancestors. The most famous
ancient knights protecting the Royal Family of Hyrule. During Hylians are the many heroes and princesses that share the
the Imprisoning War, most of them were killed. They did same name as one another, the latter being of blood relation
however, become prominent again over time. Apparently, only and naming tradition. This ancient period, when the Hylians
descendants of the Knights of Hyrule can wield the legendary lived in harmony with Hylia in Skyloft is referred to as "The
Blade of Evil's Bane, the Master Sword. The armies of Hyrule Era of the Goddess".
are highly trained and competent in combat, but due to the Hylians were the first race to establish organized
Hylian's relatively small population, they have been known to civilization in ancient Hyrule upon the world formerly known
be overwhelmed by larger forces such as bands of blinoids. only as the Surface. Hylians tend to live in highly populated
towns or villages such as Hyrule Castle Town, Kakariko
Village, Clock Town, and Village of the Blue Maiden.

30
The Hylian Monarchy. Hylian civilization is
ruled by an ancient monarchy that stretches back
thousands of years. Tradition dictates that the
first daughter of each Hylian King be named
Zelda, who is said to carry the spirit of the
goddess Hylia. In addition to standard matters of
governence and keeping the peace, the Hylian
royal family is also tasked with the care and
curation of the sacred Triforce, a holy symbol
said to grant its owner access to the sacred
realm, home of the goddesses. One who wields
all three pieces of the Triforce is also said to be
granted supernatural and fantastic powers that
allow them, if evil, to subjugate the people of
Hyrule. The Hylian Royalty are in direct
possession of the Triforce of Wisdom which is
passed down from generation to generation.
It is their most sacred and prized possession.
They are protected by a contingent of specially
trained soldiers that form an honor guard. The
children of the royal family are typically cared for
and kept safe by a Sheikah nursemaid.
Throughout their long history, the Royal Family
of Hyrule passed down many powers and sacred
objects, including the magical abilities that they
inherited from their ancestor Hylia, the Light
Force, the Goddess Harp, the Triforce of Wisdom
and the Ocarina of Time. Others things passed
down within the family include the legend of the
Sacred Realm and the Picori. They maintain
contact with the sky beings known as the Oocca,
who are said to have helped in the early
development of Hyrule, assisting in the construction
of the Temple of Time to protect the entrance to the Sacred Hylian Commoners. Hylians are a generally unassuming
Realm, the family watching over the temple until it falls into people. They have an understanding of the magical arts but
ruin. They also hold Picori Blade in their possession. the average Hylian, though sensitive to the presence of magic
Members of the Royal Family are known to be buried and magical fields, are incapable of practicing them without
within Hyrule Castle Graveyard and a Royal Tomb located in training. Rather, most Hylians concern themselves with work
a graveyard behind Kakariko Village. For many generations, that benefits their society as a whole. Common professions
they have been protected by their ancestor's chosen include architects and laborers, musicians, dancers and other
guardians: the mysterious Sheikah tribe. Their crest is newer performance artists, farmers, and merchants. Some Hylians
variation of the Goddess Crest used to represent their also create and host elaborate games including some using
ancestor during the age in which she ruled over the Surface arrows or even bombs.
located below the floating island of Skyloft. The crest depicts Hylian Currency. They currency of the Hylian people is
a Loftwing, alone the symbol of Skyloft, and the sacred relic called the rupee which they craft out of precious stones
of the Golden Goddesses: the Triforce. mined by the Gorons. Rupees are small, crystalline,
The King of Hyrule recently unified the country during the geometric gems that come in a variety of colors, each
long and bloody Hyrulean Civil War. The Sheikah, the Zora, denoting a different value.
and the Goron races have also sworn fealty to the Royal
Family. The Zora have formed an alliance with the Royal Rupee Color and Value
family, and Darunia of the Gorons considers the Hylian King Color Value Color Value
to be his "sworn brother." Green 1 Purple 50
Blue 5 Orange 100
Yellow 10 Silver 200
Red 20

31
Hylian Soldier/Cleric
Medium humanoid, lawful good

Armor Class 18 (half plate mail, shield)


Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 10 (+0)

Senses passive Perception 12


Languages Common
Challenge 1/4 (50 XP)

Pack Tactics. The soldier has advantage on an attack


roll against a creature if at least one of the soldier's
allies is within 5 feet of the creature and the ally isn't
incapacitated.

Actions
Longsword (Soldier Only). Melee Weapon Attack: +4
to hit, reach 5ft., one target.Hit: 7 (1d8 + 2)
Hylian Captain
Medium humanoid, lawful good
slashing damage.
Armor Class 20 (plate, shield)
Longbow. Ranged Weapon Attack: +4 to hit, reach 5
Hit Points 52 (8d8 + 16)
ft., one target. Hit: 5 (1d6 +2) piercing damage.
Speed 30 ft.
Spellcasting (Cleric Only). The Cleric is a 1st-level
spellcaster. Its spellcasting ability is Wisdom (spell
save DC 12, +4 to hit with spell attacks). The Cleric STR DEX CON INT WIS CHA
has the following spells prepared: 16 (+3) 13 (+1) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary Saving Throws Con +3, Wis +2
Senses passive Perception 12
Languages Common
Challenge 2 (600 XP)

Brave. The Hylian Captain has advantage on saving


throws against being frightened.

Actions
Greatsword. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Leadership (Recharges after a short or long rest). For 1
minute, the Captain can utter a special command or
warning whenever a nonhostile creature that it can
see within 30 feet of it makes an attack roll or a
saving throw. The creature can add a d4 to its roll
provided it can hear and understand the Captain. A
creature can benefit from only one Leadership die at
a time. This effect ends if the Captain is
incapacitated.

Reactions
Parry. The Captain adds 2 to its AC against one melee
attack that would hit it. To do so, the Captain must
see the attacker and be wielding a melee weapon.

32
Iron Knuckle vaporizes into a blue-green
flame and vanishes. Others have reported
Iron Knuckle Hylians being abducted by witches and
The Iron Knuckle is a fearsome creature imprisoned in Iron Knuckle
found in the dungeons of Hyrule. They armor and forced to do
extremely rare and powerful. Their origins the bidding of their
are unknown, but legends say that the first captors.
Iron Knuckles were the most elite guards Stoic Guardians.
of Hyrule's old kings or priests. This Though they
legend stems from the fact that Iron appear to be
Knuckles have been found protecting somewhat similar to Darknuts,
the ancient temples of Hyrule. One Iron Knuckles are distinctly
thing is certain; Iron Knucles are different from their more
possessed of deep and arcane magic agile counterparts. In
that gives them animated life. addition to the extreme
The Iron Knuckle appears to
be a hulking, humanoid creature mobility of the Darknut in
wielding massive axes. Their thick comparison to
armor makes them extremely difficult the Iron Knuckle,
to defeat. Though they move slowly, the latter is not
their attacks are extremely dangerous nearly as aggressive.
and are often unleashed in a flurry In fact, an Iron Knuckle
of flailing swipes, belied by their will remain perfetly still,
generally slow movement. standing guard over its assigned object
Mysterious Form. No one is or area. They will not make aggressive
entirely certain what is contained movements towards any creature unless
within an Iron Knuckle's armor. provoked, either by being attacked or by
Some travelers insist that there that creature tresspassing into an area it
is in fact no occupant of the has been tasked with protecting. Once
the armor, and that indeed, they are
animated solely by dark sorcery. When awakened however, the Iron Knuckle
damaged, there does appear to be will attack, without mercy or respite, until
some humanoid shape beneath their it is destroyed.
broken armor, but upon death, the

Iron Knuckle Immutable Form. The Iron Knuckle is immune to any


spell or effect that would alter its form.
Medium construct, lawful neutral
Magic Resistance. The Iron Knuckle has advantage on
Armor Class 20 saving throws against spells and other magical effects.
Hit Points 315 (30d8 + 180)
Speed 15 ft. Magic Weapons. The Iron Knuckle's weapon attacks are
magical.
Berserk. Whenever the Iron Knuckle starts its turn with
STR DEX CON INT WIS CHA 80 hit points or fewer, roll a d6. On a 6, the Iron Knuckle
25 (+7) 1 (-5) 22 (+6) 9 (-1) 10 (+0) 10 (+0) goes berserk. On each of its turns while berserk, the Iron
Knuckle attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the Iron
Damage Immunities cold, poison, psychic
Knuckle attacks an object, with preference for an object
Damage Resistances fire, bludgeoning, piercing, and
smaller than itself. Once the Iron Knuckle goes berserk,
slashing
it continues to do so until it is destroyed or regains all
Damage Vulnerablities lightning
its hit points.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses passive Perception 10 Actions
Languages understands the languages of its creator but Multiattack. The Iron Knuckle makes three axe attacks. If
can't speak the taget is a creature, it must make a DC 18 Strength
Challenge 12 (8,500 XP) saving throw. If unsuccessful, the target is knocked
prone.
False Appearance. While the Iron Knuckle remains
motionless, it is indistinguishable from a normal suit of Iron Knuckle Greataxe. Melee Weapon Attack: +13 to hit,
armor. reach 10ft., one target. Hit: 51 (8d10 + 7) slashing
damage.

33
Kargarok
The Kargarok is a large
Hylian bird. It has a large
sharp beak with a red hood and
wattle. Though it is clearly avian, its
wings appear to be somewhat reptilian and
leathery. In addition to their formidable beaks, they also have
sharp talons that they use to attack their prey. Keese
They are large enough to carry tiny or small creatures
through the air and intelligent enough to be trained to do so Keese are a variety of Hylian bat. They are not particularly
for the purposes of transportation. Their impressive size aggressive unless an enemy strays into their territory. Some
gives them enough heft to be able to knock a rider from their Keese seem to have special adaptations to their environment,
horse. granting them magical abilities that correspond to those
locales. In areas of extreme heat such as in volcanic caverns,
Keese can be engulfed in flame. In cold regions, this flame is
Kargarok blue and has a freezing effect on those that touch it. These
Small beast, neutral evil
magical flames seem to grant the Keese little to no defensive
advantage, save that it disincentivizes enemies from making
Armor Class 13 physical contact with the Keese.
Hit Points 7 (1d6 + 3)
Speed 10 ft., fly 45 ft.
Keese
STR DEX CON INT WIS CHA Tiny beast, unaligned
8 (-1) 16 (+3) 16 (+3) 12 (+1) 7 (-2) 8 (-1) Armor Class 12
Hit Points 1(1d4 -1)
Skills Perception +2 Speed 5ft., fly 30 ft.
Senses passive Perception 8
Languages none
Challenge 1/8 (25 XP) STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)
Keen Sight. The Kargarok has advantage on wisdom
(Perception) checks that rely on sight. Damage Immunities fire (Fire Keese only), cold (Ice
Carriers. The Kargarok can carry and transport any Keese only)
small creature or object up to 85 pounds in its Senses blindsight 60 ft., passive Perception 11
talons. If it does, its flying speed is reduced to 20 ft. Languages none
Any creature may attempt to cause it to drop Challenge 1/8 (25 XP)
whatever it's carrying with a ranged attack within
range of the Kargarok. The Kargarok's AC is 18 Echolocation. The Keese can't use its blindsight while
during this attempt. deafened.

Actions Keen Hearing. The Keese has advantage on Wisdom


(Perception) checks that rely on hearing.
Peck. Melee Weapon Attack: +1 to hit, reach 5ft.,
one target. Hit: 6 (3d4 -1) piercing damage. Flame Body. If any creature makes physical contact
with a Fire Keese, it takes 7 (2d6) fire damage and if
Divebomb. Melee Weapon Attack: +5 to hit, reach 5 the target is a creature or a flammable object, it
ft., one target. Hit: 5 (1d4 +3) bludgeoning damage. ignites. Until a creature takes an action to douse the
If the target is a creature, it must make a DC 12 fire, the target takes 3 (1d6) fire damage at the start
Dexterity saving throw. If unsuccessful, the target is of each of its turns.
knocked prone. Ice Body. If any creature makes physical contact with
an Ice Keese, it takes 14 (4d6) cold damage.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one
target. Hit: 1 piercing damage

34
Fairy Children. In addition to their necessary symbiosis
with the Great Deku Tree, the Kokiri's existence apepars to
Kokiri be closely tied to Hylian Fairies. Each Kokiri has a fairy
companion that lives with them and is bonded to them from
birth. When unbonded fairies are encountered in the wild,
they have been known to heal weary travelers.
Meager Swordplay. Kokiris do have the ability to defend
themselves with a limited array of martial weapons, though
their small stature makes them relatively unthreatening to
most. Their magical nature also grants them limited
spellcasting abilities, though these are generally reserved for
deceptive illusions.

Kokiri
Small fey, neutral good

Armor Class 12
Hit Points 5 (1d6 + 2)
Speed 20 ft.

STR DEX CON INT WIS CHA


11 (+1) 15 (+2) 14 (+2) 14 (+2) 18 (+4) 18 (+4)

Skills Insight +6, Medicine +6, Nature +6, Persuasion


+6, Stealth +4
Senses passive Perception 14
Languages Common
The Kokiri are a humanoid race native to the woods of Challenge 1/8 (25 XP)
Hyrule. They are physically indistinguishable from normal
Hylians, sharing their pointed ears and fair skin. Though their Spellcasting. The Kokiri is a 4th-level spellcaster.
hair is straight, it seems to take on hues that conform to the Their spellcasting ability is Wisdom (spell save DC
colors of leaves including reds, yellow, and even green in 12, +4 to hit with spell attacks). They have the
some cases. The defining physical trait of the Kokiri however following spells prepared:
is that they appear to be children, and remain in this limited Cantrips (at will): dancing lights, druidcraft,
stage of development for their entire lives, which are guidance, mending, minor illusion
purported to be infinite.
They are timid and kind, and generally hesitant to interact 1st level (4 slots): animal friendship, cure wounds,
with outsiders. They never leave their small enclave around purify food and drink, speak with animals
the Great Deku tree. This is because they fear the outside 2nd level (3 slots): animal messenger, invisibility,
world, but moreover upon leaving the forest, they will die gust of wind
unless protected by powerful magic. They can also be
identified by their traditional green tunics and pointed caps. Actions
Magical Origins. Kokiris are said to be the children of the Shortsword. Melee Weapon Attack: +3 to hit, reach
Great Deku Tree, a large and ancient spirit in the form of a 5ft., one target. Hit: 3 (1d4 +1) piercing damage.
gigantic tree at the center of their forest. They are also called
"the spirits of the forest". Others theorize that the Kokiri are
actually Hylian children who
wandered into the forst got lost, and
subsequently were embraced by
the ancient magic that
permeates the Hylian woods.
Due to their extreme long life,
the Kokiri seem to have limited
memory capacity, and
possess no knowledge of
how they originally came
to exist. Insteady, they live
peacefully in the woods and
concern themselves with the
protection and preservation
thereof.

35
Leever
The Leever is a small worm-like creature that burrows in the
sands of the Gerudo desert. They emerge from the ground
when they sense movement above them. They have sharp
teeth and jaws that extend from their heads and they spin
rapidly in circles to disorient and catch their prey. They are
capable of lunging out of the sand and disappearing again
with great swiftness that makes them difficult to track or kill.

Leever
Small monstrosity, unaligned

Armor Class 13 Like Like


Hit Points 6 (1d6 + 3) Medium ooze, unaligned
Speed 35 ft., burrow 20 ft.
Armor Class 8
Hit Points 53 (8d8 + 8)
STR DEX CON INT WIS CHA Speed 10 ft.
15 (+2) 16 (+3) 16 (+3) 8 (-1) 14 (+2) 1 (-5)
STR DEX CON INT WIS CHA
Damage Resistances acid
Senses tremorsense, 50 ft. passive Perception 12 15 (+2) 6 (-2) 13 (+1) 2 (-4) 2 (-4) 1 (-5)
Languages none
Challenge 1/4 (50 XP) Damage Resistances acid
Condition Immunities blinded, charmed, deafened,
Cunning Action. On each of its turns, the leever can exhaustion, frightened, prone
use a bonus action to take the Dash, Disengage, or Senses blindsight 60 ft. (blind beyond this radius),
Hide action. passive Perception 6
Languages none
Rapid Burrowing. On a successful use of aCunning Challenge 3 (950 XP)
Action the Leever may choose to burrow into the
ground. It can move freely beneath the ground, only Amorphous. The Like Like can move through a space
emerging again when it chooses. When it emerges as narrow as 1 inch wide without squeezing.
from the ground, if it is within range of a weapon
attack, it has advantage on that attack. Spider Climb. The Like Like can climb difficult
Sneak Attack. Once per turn, the Leever deals and surfaces, including upside down on ceilings, without
extra 3 (1d6) damage when it hits a target with a needing to make an ability check.
bite attack and has advantage on the attack roll, or
when the target is within 5 feet of an ally of the Actions
Leever that isn't incapacitated and the Leever Engulf. The Like Like moves up to its speed. While
doesn't have disadvantage on the attack roll. doing so, it can enter Large or smaller creatures'
spaces. Whenever the Like Like enters a creature's
Actions space, the creature must make a DC 17 Dexterity
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one saving throw. On a successful save, the creature can
target. Hit: 12 (3d6 + 2) piercing damage. choose to be pushed 5 feet back or to the side of
the Like Like. A creature that chooses not to be
pushed suffers the consequence of a failed saving
throw. On a failed save, the Like Like enters the
creature's space, and the creature takes 10 (3d6)
acid damage and is engulfed. The engulfed creature
Like Like can't breathe, is restrained, and takes 7 (2d6) acid
The Like Like is a hideous and grotesque horror found damage at the start of each of the Like Like's turns.
When the Like Like moves, the engulfed creature
lurking in Hyrule's caves and ancient dungeons. They are moves with it. An engulfed creature can try to
thought to be the raw embodiment of stagnant and lingering escape by taking an action to make a DC 15 Strength
magical energy. When it lays dormant for too long, the magic check. On a success, the creature escapes and enters
of the ancient Hylian sages grows a will of its own and a a space of its choice within 5 feet of the Like Like.
desire to make contact with the outside world. This voracious When that creature emerges however, it will have
need for connection coalesces into the form of the vile Like lost anything it was holding at the time within the
Like. It's jelly-like, amorphous body slithers slowly across the Like Like. These items can only be retreived after the
ground towards its target. When within range, it will suck the Like Like has been killed.
target into its gaping maw in an attemp to digest it.
36
Lizalfos
The Lizalfos is very similar to the Dinolfos with The Magma Spume is
a few significant differences. Lizalfos are smaller truly a pitiable creature. It
and signficantly more agile than Dinolfos resembles a large toad, but
and they do not possess the Dinolfos it lives in the lava found in
distinctive gauntlets, nor are they able active volcanoes. The
to breath fire like their larger kin. They rely solely on harsh environment in
their use of martial weapons and typically wield which they live belies their
a longsword with no shield.
Another key difference between Lizalfos and generally pathetic, bloated
Dinolfos is their behavior. While both make and weak bodies. They are
their lairs in subterranean areas, and both extremely susceptible to
covet gold and treasure, the Dinolfos is a attacks from martial
solitary creature whereas the Lizalfos almost weapons and are easily
always pairs itself with a partner. These paired defeated. Their greatest
duos are not necessarily mated, but would often defense is the environment in
appear to be so, and they will protect one which they are found. They can
another with intense ferocity. serve to distract adventurers from the
other dangers found inside any area
where there is the lava in which
Magma Spumes live. They are
Lizalfos known to hide from predators in
Medium humanoid (saurian), chaotic neutral
the lava flows, and to spit flaming
rocks in order to defend themselves.
Armor Class 14 (natural armor) Because they live in lava, they are nearly
Hit Points 16 (3d8 + 3) impossible to hit without a ranged attack.
Speed 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 13 (+1) 11 (+0) 8 (-1) 6 (-2)
Magma Spume
Tiny beast, unaligned.
Senses passive Perception 9 Armor Class 7
Languages Common, Saurian Hit Points 6 (1d4 + 4)
Challenge 1/2 (100 XP) Speed 10 ft., swim 15 ft.
Cunning Action. On each of its turns, the Lizalfos can
use a bonus action to take the Dash or Disengage STR DEX CON INT WIS CHA
actions.
6 (-2) 4 (-3) 18 (+4) 16 (+3) 10 (+0) 9 (-1)
Paired Tactics. The Lizalfos has advantage on an
attack roll against a creature if its partner is within 5 Damage Immunities fire
feet of the creature and isn't incapacitated. Damage Vulnerabilities piercing
Senses passive Perception 10
Actions Languages none
Longsword. Melee Weapon Attack: +4 to hit, reach Challenge 1/4 (50 XP)
5ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Actions
Spit Lava. Ranged Weapon Attack: -1 to hit, reach
5ft., one target. Hit: 22 (4d10) fire damage and if
Magma Spume the target is a creature or flammable object, it
ignites. Until a creature takes an action to douse the
fire, the target takes 11 (2d10) fire damage at the
start of each of its turns.

37
Miniblin
Miniblins are small rodent-like humanoid blins. They have
large heads, massive teeth and small limbs. Due to their
small stature, they are excellent at hiding, but when they
sense an enemy, they will swarm and overwhelm them,
attacking viciously with their small tridents.
They are generally timid, but they have an extreme love of
gold and treasure and will attack a much stronger opponent
in order to steal even a few rupees. They rely on their
numbers in combat. The attacking stream of miniblins seem
to be endless to frustrated and weary adventurers.
Magtail
Like the Magma Spume, the Magtail lives inside pools of
liquid rock. Unlike the Magma Spume however, the Magtail is
quite dangerous. They attack with large mandibles that are
Miniblin
Tiny humanoid (blinoid), chaotic neutral
strong enough to crush rocks, which they consume. Their
rocky exoskeleton protects them from attacks just as well as it Armor Class 12
protects them from the lava in which they live. Their only Hit Points 3 (1d4 + 1)
weak point is their single eye on the front of their heads, but Speed 30 ft.
its protected by its jaws.
STR DEX CON INT WIS CHA

Magtail 5 (-3) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 8 (-1)


Small beast, unalgined
Senses passive Perception 10
Armor Class 14 (natural armor) Languages Common, Blin
Hit Points 12 (2d6 + 6) Challenge 0 (15 XP)
Speed 30 ft., climb 30 ft.
Pack Tactics. The Miniblin has advantage on an attack
roll against a creature if at least one of the Miniblin's
STR DEX CON INT WIS CHA allies is within 5 feet of the creature and the ally isn't
incapacitated.
5 (-3) 14 (+2) 16 (+3) 1 (-5) 7 (-2) 3 (-4)
Spider Climb. The Miniblin can climb difficult
Damage Immunities fire surfaces, including upside down on ceilings, without
Senses blindsight 30 ft., passive Perception 8 needing to make an ability check.
Languages None Sneak Attack. Once per turn, the Miniblin deals and
Challenge 1/4 (50 XP) extra 2 (1d4) damage when it hits a target with a
weapon attack and has advantage on the attack roll,
Magma Rejuvination. If the Magtail's hit points are or when the target is within 5 feet of an ally of the
lowered to 0, it curls into a ball. If it subsequently Miniblin that isn't incapacitated and the Miniblin
rolls into lava, it will regain all of its health. doesn't have disadvantage on the attack roll.

Actions Actions
Bite. Melee Weapon Attack: -1 to hit, reach 5ft., one Trident. Melee Weapon Attack: +4 to hit, reach 5ft.,
target. Hit: 11 (4d6 - 3) piercing damage plus 7 one target. Hit: 4 (1d4 + 2) piercing damage.
(2d6) fire damage.

38
Moblins
Moblins are the largest and most fearsome of all the blinoid
species. They are cruel and evil and far more aggressive than
their smaller relatives. They also display the greatest prowess
in combat and are the most difficult to defeat of all the blinoid
races. Their appearance varies fairly drastically from clan to
clan. Some Moblins appear to be humanoid pigs, whereas
others more closely resemble bulldogs. These discrepancies
can be attributed to the Moblins' sinister origins.
Created by Magic. While at one time they may have been a
distinct and naturally evolved blinoid species, they have been
perverted and mutated over time by vile dark magic. This
transfiguration also accounts for their extremely aggressive
nature and their hatred of nearly all other living things.
Moblins have been known to attack and kill other blinoids,
even when they are under the command of another, more
powerful creature.
Strength Above All Else. Moblins value strength more
than any other quality and typically only respect those who
display extreme power and skill in combat. Their tribes are
ruled by the largest and most fearsome among them. This Moblin Grunt
leader rules absolutely and can only be diposed through a Medium humanoid (blinoid), chaotic evil
ritualistic challenge by combat.
Servants of a Dark Master. Though Moblins are Armor Class 16 (leather armor, shield)
physically extremely hearty, they are weak willed and can be Hit Points 11 (2d8 + 2)
easily overpowered by powerful sorcerors or dark wizards. Speed 30 ft.
They are the preferred warrior race of the Dark King Ganon,
who they strongly resemble in their snub-nosed appearance. STR DEX CON INT WIS CHA
Armies of Moblins will tear through Hylian cities and towns
with brutal efficiency, and rarely meet their match from the 13 (+1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 9 (-1)
likes of average Hylian soldiers.
Moblin Lairs. Hordes of Moblins, leftover from forgotten Senses darkvision 60 ft., passive Perception 10
campaigns of outlaw warlords have been known to establish Languages Common, Blin
colonies in varying locations throughout the Hylian wilds. In Challenge 1/2 (100 XP)
an apparent attempt to return to their natural roots, many
Moblin clans organize themselves in Hyrule's deep woods. Martial Advantage. Once per turn, the Moblin can deal
Moblins have also been found rampaging through the Hylian an extra 7 (2d6) damage to a creature it hits with a
country-side however in nomadic fashion, looting and weapon attack if that creature is within 5 feet of an
ally of the Moblin that isn't incapacitated.
pillaging to survivce.
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit: 5 (1d8 + 1) slashing damage, or
6 (1d10 +1) slashing damage if used with two
hands.

39
Giant Moblin. The most fearsome of all Moblins is the giant
Spear Moblin Moblin. This mutated beast stands nearly three times the
height of a normal Hylian and wields a giant club. Their
Medium humanoid (blinoid), chaotic evil
strength is so great that they can cause tremors in the
Armor Class 17 (half plate) 19 (shield) surrounding ground when they strike it with their weapons.
Hit Points 39 (6d8 + 12) They are solitary creatures, and rarely associate with other
Speed 30 ft. Moblin hordes. Rather, they eek out a small area to call their
home and defend it with great ferocity. These giant Moblins
STR DEX CON INT WIS CHA
are rarely ever seen on the battlefield in larger Moblin-fought
campaigns.
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)

Senses darkvision 60 ft., passive Perception 10


Languages Common, Blin
Challenge 3 (700 XP)

Martial Advantage. Once per turn, the Spear Moblin


can deal an extra 10 (3d6) damage to a creature it
hits with a weapon attack if that creature is within 5
feet of an ally of the Spear Moblin that isn't
incapacitated.

Actions
Multiattack. The Spear Mobblin makes two spear
attacks.
Spear. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 9 (2d6 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest). For
1 minute, the Spear Moblin can utter a special
command or warning whenever a nonhostile
creature that it can see within 30 feet of it makes an
attack roll or a saving throw. The creature can add a
d4 to its roll provided it can hear and understand the
Moblin. A creature can benefit from only one
Leadership die at a time. This effect ends if the Spear
Moblin is incapacitated.

Giant Moblin Berserk. Whenever the Giant Moblin starts its turn with
40 hit points or fewer, roll a d6. On a 6, the Giant
Large humanoid (blinoid), neutral evil
Moblin goes berserk. On each of its turns while berserk,
Armor Class 16 (natural armor) the Giant Moblin attacks the nearest creature it can see.
Hit Points 97 (13d10 + 26) If no creature is near enough to move to and attack, the
Speed 30 ft. Giant Moblin attacks an object, with preference for an
object smaller than itself. Once the Giant Moblin goes
berserk, it continues to do so until it is destroyed or
STR DEX CON INT WIS CHA regains all its hit points.
22 (+6) 14 (+2) 15 (+2) 14 (+2) 11 (+0) 15 (+2) Magic Weapons. The Giant Moblin's attacks are magical.

Saving Throws Int +5, Wis +3, Cha +5 Actions


Condition Immunities exhaustion, frightened Multiattack. The Giant Moblin makes two great club
Senses darkvision 60 ft., passive Perception 10 attacks.
Languages Common, Blin
Challenge 5 (1,800 XP) Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 28 (4d10 + 6) bludgeoning damage. The
greatclub also creates a wave of force that extends in a
20 ft. cone from the impact of the Greatclub. Any
creature within this area must succeed on a DC 17
Strength saving throw or be knocked prone.

40
Monkey Morth
Monkeys are common in Hyrule's The Morth is a round, spiny creature with orange spikes all
woods. They are fairly intelligent over its purpleish-black body. Morths have a single large
and can understand many multicolored eye in the center of their bodies. It is unclear
languages, though they cannot whether or not the Morths are a distinct lifeform or if they are
communicate with any other sentient merely the larval stage of various woodland creatures that are
species other than the Dekus, with found in Hyrule.
which they have a complex Regardless of their origin, the Morth displays unique
relationship. While most monkeys behavioral characteristics that distinguish them from other
are content to keep to themselves creatures found in the woods. The spines that cover their
some are curious and will small bodies serve two purposes. The first, and perhaps most
intrude upon even the most frustrating, is that the spikes allow the Morth to adhere
sacred areas in the forest.
Monkeys are generally weak strongly to nearly any surface. There are actually microscopic
but they are clever and can hook-like growths on each of its spikes that make them very
solve puzles and disarm traps. difficult to remove them from whatever they are stuck to.
When stuck to another creature, it makes it extremely
difficult for them to move. As more and more Morths stick to
their prey, that creature will eventually become paralyzed.
This is because of the Morth's physically restricting
Monkey movement, but it is also because of the second function of the
Tiny beast, unaligned Morth's spikes. When stuck to a creature, the spikes secret an
extremely weak paralytic acid. It takes a large concentration
Armor Class 12 of this acid to fully paralyze the Morth's victim, but when
Hit Points 2 (1d4) paired with the natural obstacle of being covered in Morths,
Speed 30ft., climb 30 ft. this can potentially be very dangerous for unwary
adventurers.
STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 14 (+2)
Morth
Senses passive Perception 11 Tiny beast, unaligned
Languages Monkey
Challenge 0 (10 XP) Armor Class 8
Hit Points 1 (1d4 -1)
Pack Tactics. The monkey has advantage on an attack Speed 10 ft.
roll against a creature if at least one of the monkey's
allies is within 5 feet of the creature and the ally isn't STR DEX CON INT WIS CHA
incapacitated.
1 (-5) 7 (-2) 8 (-1) 2 (-4) 1 (-5) 4 (-3)
Actions
Senses passive Perception 5
Bite. Melee Weapon Attack: -1 to hit, reach 5ft., one Languages none
target. Hit: 1 piercing damage. Challenge 0 (1 XP)

Adhesion. When the Morth is adhered to a creature,


it can only be removed by succeeding on a DC 8
Strength or Dexterity check. A creature may remove
1d4 Morths per turn this way. A creature'sspeed is
reduced by 5 feet for every two Morths adhered to it.
A creature's speed may not be reduced below 5 feet
this way.
Spider Climb. The Morth can climb difficult surfaces,
including upside down on ceilings, without needing
to make an ability check.

Actions
Adhere. Ranged Weapon Attack: +0 to hit, reach 10
ft., one target. Hit: The Morth adheres to its target.
Acid. Touch Attack: automatically hit when adhered
to a creature, one target.Hit: 1 poison damage.

41
Due to the Mothula having only one eye, it has no depth
Mothula perception. This informs its attack patterns, which involve
wildly swooping and diving at its prey in an attempt to catch
it. This is typically a satisfactory strategy, as the Mothula's
large size and impressive speed are suitable enough to
capture most forest creatures like monkeys or common
Dekus.
Wingless Mothulas. Juvenile Mothulas have no wings. The
scuttle along the forest floor in search of food. Adult Mothulas
have been known to lose their wings in combat with rivals, or
if they attempt to make a meal of a creature in the forest that
puts up a substantial fight.
Without wings, the juvenile Mothula has much more
difficulty obtaining food. As it has difficulty surprising its prey,
the juveniles rely on more vicious attacks. They rapidly snap
their mandibles at any movement, in a hope of snagging
something for them to devour.
Mothulas and Morths. It is not entirely clear that the
Morth is the larval stage of the Mothula, however this is some
evidence to suggest that this is the case. The most clear
indicator of this is that the Mothula has been known to expell
Morths when in battle. It certainly appears that the Mothula
has created these small spiky creatures, but it may in fact
simply store them within its abdomen.
The Mothula is an apex predator of the Hylian woods. It lives The relationship between the two creatures may be an
exclusively in quiet enclaves where the canopy breaks and example of symbiotic mutualism. The Mothula provides a
sunlight is allowed to reach the forest floor. It seems to be safe incubating environment for the Morth, and when needed,
physically similar to the Magtails found in Hylian caves, but the Morth is used by the Mothula to slow down or paralyze
due to their widly different natural habitat, it is extremely the Mothula's prey. The Morths then get to feast on any
unikely that the two creatures have any common heritage. leftovers from the Mothula's meal.
Nevertheless, the Mothula attacks its prey in the same way as
the Magtail; with giant mandibles on the front of its face
which also protect it's large, single eye.

Mothula Spider Climb. The Mothula can climb difficult surfaces,


including upside down on ceilings, without needing to
Medium beast, unaligned
make an ability check.
Armor Class 14 (natural armor)
Fragile Wings. If a Mothula loses more than half of its
Hit Points 45 (6d8 + 18)
hitpoints in combat, it will lose its wings and continue
Speed 30 ft., fly 45 ft.
fighting on the ground. If the Mothula survives combat,
it can regrow its wings, but it takes several weeks for
STR DEX CON INT WIS CHA them to be able to fly again.
14 (+2) 17 (+3) 17 (+3) 2 (-4) 11 (+0) 4 (-3) Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
Skills Stealth +7 target. Hit: 15 (3d8 + 2) piercing damage.
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 10 Swooping Divebomb. Winged Mothula only, Melee
Languages none Weapon Attack: +5 to hit, reach 5ft., one target.Hit: 20
Challenge 2 (550 XP) (5d6 + 3) bludgeoning damage.
Produce Morths (Recharge 4-6). The Mothula lands on
any surface and produces 6 (1d8 +1) Morths to any
space within 10 ft. of the Mothula.

42
Octorok
The Octorok is a native Hylian cephalopod. They are found in
any nearly any large body of water including rivers, swamps,
lakes, and even along the ocean coast. They are noticably
absent however from Lake Hylia. This may be because of the
Octorok's vaguely evil nature not being able to exist in that
blessed and sacred locale.
Octoroks have sticky suction cups on the bottom of their
large tentacles. They use these to capture prey and suck them
under the water, suffocating them. They also have large
circular, protruding mouths that they use not only to suck in
their food, but also to shoot out projectiles. These projectiles
can be stones found at the bottom of the Octorok's home
body of water, or they can be large solid deposits built up
inside the Octorok's gullet for this purpose.
Once they reach adulthood, Octoroks begin to grow a
hard shell on top of their heads. This provides them
with some meager protection, but it is not until the
Octorok reaches a more advanced age that the shell grows
large enough to provide them with any substantial defense.
Before the shell reaches this stage of development, the
Octorok's principle means of defending itself is to simply
retreat beneath the surface of the water.
Big Octorok
Large beast, neutral evil

Armor Class 18 (natural armor)


Hit Points 30 (4d10 + 8)
Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA


Octorok 12 (+1) 14 (+2) 15 (+2) 20 (+5) 17 (+3) 7 (-2)
Medium beast, neutral evil
Skills Perception +4
Armor Class 14 (natural armor) Senses darkvision 60 ft., passive Perception 17
Hit Points 6 (1d8 + 2) Languages none
Speed 10 ft., swim 60 ft. Challenge 1 (300 XP)

Hold Breath. While out of water, the Octorok can


STR DEX CON INT WIS CHA hold its breath for 1 hour.
8 (-1) 16 (+3) 14 (+2) 17 (+3) 15 (+2) 7 (-2)
Actions
Skills Perception +4, Stealth +4 Rock Shot. Ranged Weapon Attack: +4 to hit, reach
Senses darkvision 60 ft., passive Perception 12 50/150 ft., one target. Hit: 16 (4d6 + 2)
Languages Common bludgeoning damage.
Challenge 1/4 (50 XP)
Tentacles. Melee Weapon Attack: +3 to hit, reach 10
Hold Breath. While out of water, the Octorok can ft., one target. Hit: 8 (2d6 +1) bludgeoning damage.
hold its breath for 1 hour. If the target is a creature, it is grappled (escape DC
17). Until this grapple ends, the target is restrained,
Underwater Camouflage. The Octorok has advantage and the Octorok can't use its tentacles on another
on Dexterity (Stealth) checks made while target.
underwater.

Actions
Rock Shot. Ranged Weapon Attack: +5 to hit, reach
30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning
damage. A juvenile Octorok with no shell.

43
Oocca
Ooccas are a magical race of avians that
possess some disconcerting humanoid
characteristics. Most notable is the Oocca's
face which appears to have fetures extremely
similar to the average Hylian. Their faces
differ from Hylians however in that they have
small beady red eyes which can retract slightly
into their skulls allowing for protection during
their limited range flights. Below the head, the
Oocca seem to have features similar to the
average Cucco, but with yellow feathers on their
abdomen and wings, and oddly colored tan
feathers with green tips on their breasts. Their
petite talons are not large enough to provide them
with any defensive advantage. Rather, they simply
use them to cling to their high perches so that they
will not be blown off by strong winds. They are fairly Adventuring Allies. Oocca are rarely seen outside of the City
helpless creatures. in the Sky, however some adventurous members of their race
The City in the Sky. The Ooccas are an ancient and can sometimes be found exploring the ancient ruins,
magical race that predate the modern Hylians who have dungeons, and temples around Hyrule. They are an extremely
developed the land. Their origins date back to the time when clever people and often are capable of outsmarting enemies
the Hylians still lived in the Skyloft. Ooccas may have once or traps. Due to their tiny size, they can sometimes avoid
lived around Hyrule's surface, but they have since migrated triggering traps in the first place. If encountered in a
and reside almost exclusively in what they call the City in the dungeon, they will share information with any travelers they
Sky. This city is a large collection of buildings that float in the determine to be have a good nature. The tips they might give
skies high above Hyrule. about a dungeon's puzzles or traps can be invaluable.
It is unlikely that the Oocca constructed the city, but its
origins are unknown. It is possible that it was originally built
for the Hylian people who would later go on to found Clock
Town in the region of Termina. The only evidence for this Oocca
however is that there is advanced technology found in the Tiny celestial, lawful good
City in the Sky, including the massive propellers which keep it
in the air. If there is any connection between this city and the Armor Class 6
people of Termina, it has been completely lost to time. Hit Points 4 (1d4 + 2)
Ancient and Magical Origins. Some historians theorize Speed 10 ft., fly 10 ft.
that the Oocca are in fact the descendents of Hylians who
remained in Skyloft even after the majority of the population STR DEX CON INT WIS CHA
returned to the surface. Others belive them to be the original
race created by the Goddess Hylia, and that the Oocca 2 (-4) 2 (-4) 14 (+2) 16 (+3) 25 (+7) 17 (+3)
themselves in fact created the Hylians in her image.
Oocca artifacts appear to have been designed for creatures Senses passive Perception 17
with a more humanoid stature, including the legendary Languages Common, Oocca, Ancient Hylian
Dominion Rod which is said to have been used to control Challenge 0 (1 XP)
creatures and inanimate objects. These would seem to be
consistent with their hypothetical magical origins, implying Actions
that at one time the Oocca were a more powerful, humanoid
race. While this theory is not widely believed, it is commonly Peck. Melee Weapon Attack: -2 to hit, reach 5ft., one
target. Hit: 1 piercing damage.
accepted that the Oocca played some role in helping the
Hylians to migrate from Skyloft back to the Surface.

44
Phantom Rider

Phantom Rider
Medium aberration, lawful evil

Armor Class 15
Hit Points 44 (8d8 + 8)
Speed 60 ft. (hover)

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 13 (+1) 11 (+1) 8 (-1) 8 (-1)

Damage Resistances acid, cold, fire, lightning,


thunder; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities necrotic, poison
Phantom Riders come from an ethereal plane that exists in Condition Immunities charmed, exhaustion, grappled,
another dimension from the other planes known to the paralyzed, petrified, poisoned, prone, restrained,
Hylian people. This realm seems to be distinct and separate unconscious
from Lorule, or even the Twilight realm. It is possible Sensesdarkvision 120 ft., passive Perception 9
however that the Riders share their plane with Poes, the Languages understands all languages but cannot
speak
restless spirits of dead Hylians. They appear to be humanoid Challenge 5 (2,000 XP)
figures wearing heavy armor with horned helmets. They
wield large lances or longswords. Incorporeal Movement.The Rider can move through
They may also have some relationship with the other other creatures and objects as if they were difficult
phantoms that have been known to breach the boundaries terrain. It takes 1d10 force damage if it ends its turn
between dimensions such as Phantom Ganon, Phantom inside an object.
Zant, or even the Phantom Shadow Beast, Bongo Bongo. The
latter however may in fact be a spirit that has its origins in the Spectral Weapons. When attacking with a melee
Twilight Realm. weapon, the target's AC is reduced by 4.
They can be summoned into existence through powerful
dark magic, and will aid the creature that brought them Actions
forward with unyielding allegience. They typically appear in Longsword. Melee Weapon Attack: +4 to hit, reach 5
groups of three, with a single leader and two flanking allies. ft., one target. Hit: 11 (3d6 +1) slashing damage + 3
Though their mounts may not be independent lifeforms, but (1d6) cold damage.
merely a magical extension of the Phantom themselves, they
still seem to grant the Rider great swiftness in combat. The Great Lance. Melee Weapon Attack: +4 to hit, reach
10ft., one target. Hit: 22 (6d6 +1) piercing damage
mounts appear to be spectral horses, with no legs, but heavy + 7 (2d6) cold damage. If the target is a creature, it
armor on their heads. The Phantom Rider cannot be must succeed on a DC 14 strength save or be
separated from its mount. knocked prone.
Spectral Combat. The Phantom Riders' phantasmic
nature makes them challenging opponents in combat. They Life Drain. Melee Spell Attack: +4 to hit, reach 5ft.,
cannot be harmed by nonmagical weapons, but are one target. Hit: 10 (2d8 +1) necrotic damage. The
susceptible to damage from magical attacks or enchanted target must succeed on a DC 10 Constitution saving
throw or its hit point maxiumum is reduced by an
weapons. Their attacks are also magical in nature and have amount equal to the damage taken. This reduction
the ability to damage their enemies, ignoring their armor to lasts until the creature finishes a long rest. The target
some degree. When defeated, the Phantom Rider vanishes dies if this effect reduces its hit point maxiumum to
and retreats back to its native realm, likely not having been 0.
truly killed.
45
Poe

Poes are the restless spirits of the Hylian dead. They take on Poe Behavior. Poes are created when an evil person dies and
a variety of forms, but are all known to carry bright lanterns. their spirit is twisted by dark magic. Their preexisting hatred
The lanterns contain the soul of the Poe. The "body" of the fuels their persistence and transformation into Poes. Though
Poe is merely a projection of the soul's will and hatred. The they are aggressive once provoked, their extreme disdain for
most common Poes appear to be vaguely humanoid, with the living leads them to be somewhat elusive and timid. They
oversized heads, short arms and round bodies. They are clad prefer to terrify their enemies instead of engaging them in
in tattered robes with large hoods that completely obscure actual combat. If a creature demonstrates its determination
their faces. Bright eyes that can be any color shine from to do battle with a Poe, it will fly into a rage and attack
within the dark area beneath the hoods. All Poes emit high without mercy.
pitched shrieks and the occasional piercing cackle. Poes in Combat. Poes have the ability to become invisible
Some Poes have a more humanoid appearance, with which they use to avoid conflict. They use this ability regularly
elongated torsos and visible, withered and rotting faces and in combat as well, making them difficult to keep track of in a
dark blue skin. It is thought that these are the spirits of the battle. They attack with their sharp claw-like fingers, violently
recently deceased, who have not yet been fully transformed slashing at their enemies. Poes will also spin rapidly in
into Poes. There are also smaller Poes known as "Imp" Poes. circles, striking all enemies within range.
Some believe these to be the spirits of dead Hylian children, Despite the importance of their lanterns, which contain
however there is no direct evidence to suggest that this is the their souls, they will also use them as weapons. A hit from a
case other than their small stature. Imp Poes are known to Poe's lantern can seriously wound a creature, and can even
carry large scythes with thim, in addition to their lanterns, inflict fire damage. They can use their lanterns to shoot
which they clutch with their feet. fireballs as well, and often do so if an enemy is keeping its
Corrupted Ghosts. Though they share many of the same distance.
characteristics with ghosts, Poes are distinctly different from Imp Poes seem less inclined to use their lanterns as
their more benign relatives. Both are spirits of dead creatures weapons. This may be due to their inopportune hold on the
that have not transcended to the Sacred Realm, but Poes lanterns. Rather, they use their large schythes to swipe at
have been corrupted and twisted by evil dark magic. They are their enemies with unnatural speed and accuracy.
hateful and cruel, and will mercilessly pursue those who they Poes can also possess the living for brief periods of time,
haunt. taking partial control of their victims. This can be used as
Residual Power. The residual essence of the soul of the either an attack in and of itself, or they can make use of their
Poe can be harvested once the Poe has been vanquished. host body to continue a battle.
This physical ectoplasmic residue can be collected in any Ethereal Nature. Due to their spectral form, Poes are
container and can be used in the brewing of incredibly resistant to most forms of damage from nonmagical attacks.
powerful potions. Due to the extremely difficulty with which This seems to be a nonstatic ability however, as Poes are
Poe souls can be obtained, they are highly valuable and particularly susceptible to bows. They likely find it difficult to
sought after by alchemists and potion makers. Depending on react quickly enough to a fast-moving arrow or bolt.
the method of preparation, the potion made from a Poe's soul Undead Nature. A Poe doesn't require air, food, drink, or
can either heal, or horribly poison any creature that ingests it. sleep.

46
Poe Fireball. Ranged Spell Attack: +6 to hit, reach 50/100 ft.,
one target. Hit: 16 (3d6 +6) fire damage and if the
Medium undead, chaotic evil
target is a creature or flammable object, it ignites. Until a
Armor Class 16 creature takes an action to douse the fire, the target
Hit Points 45 (10d8) takes 7 (2d6) fire damage at the start of each of its
Speed 0 ft., fly 40 ft. (hover) turns.
Etherealness. The Poe enters the Ethereal Plane from the
Material Plane, or vice versa. It is visible on the Material
STR DEX CON INT WIS CHA Plane while it is in the Border Ethereal, and vice versa,
10 (+0) 22 (+6) 11 (+0) 17 (+3) 12 (+1) 20 (+5) yet it can't affect or be affected by anything on the other
plane.
Damage Resistances acid, fire, lightning, thunder,; Horrifying Visage. Each non-undead creature within 60
bludgeoning, piercing, and slashing from nonmagical feet of the Poe that can see it must succeed on a DC 13
attacks Wisdom saving throw or be frightened for 1 minute. If
Damage Immunities cold, necrotic, poison the save failes by 5 or more, the target also ages 1d4x10
Condition Immunities charmed, exhaustion, frightened, years. A frightened target can repeat the saving throw at
grappled, paralyzed, petrified, poisoned, prone, the end of each of its turns, ending the frightened
restrained condition on itself on a success. If a target's saving
Senses blindsight 100 ft., passive Perception 11 throw is successful or the effect ends for it, the target is
Languages any language it knew in life, Abyssal immune to the Poe's Horrifying Visage for the next 24
Challenge 4 (1,100 XP) hours. The aging effect can be reversed with agreater
restoration spell, but only within 24 hours of it
Ethereal Sight. The Poe can see 60 feet into the Ethereal occurring.
Plane when it is on the Material Plane, and vice versa. Possession (Recharge 6). One humanoid that the Poe can
Incorporeal Movement.The Poe can move through other see within 5 feet of it must succeed on a DC 13
creatures and objects as if they were difficult terrain. It Charisma saving throw or be possessed by the Poe; the
takes 1d10 force damage if it ends its turn inside an Poe then disappears, and the target is incapacitated and
object. loses control of its body. The Poe now controls the body
but doesn't deprive the target of awareness. The Poe
Actions can't be targeted by any attack, spell, or other effect,
except ones that turn undead, and it retains its
Withering Slash. Melee Weapon Attack: +2 to hit, reach alignment, Intelligence, Wisdom, Charisma, and
5ft., one target. Hit: 17 (4d6 + 3) necrotic damage. immunity to being charmed and frightened. It otherwise
uses the possessed target's statistics, but doesn't gain
Lantern Attack. Melee Weapon Attack: +0 to hit, reach 5 access to the target's knowledge, class features, or
ft., one target. Hit: 14 (4d6) bludgeoning damage plus 7 proficiencies. The possession lasts until the body drops
(2d6) fire damage and if the target is a creature or to 00 hit points, the Poe ends it as a bonus action, or
flammable object, it ignites. Until a creature takes an the Poe is turned or forced out by an effect like the
action to douse the fire, the target takes 7 (2d6) fire dispel evil and good spell. When the possession ends,
damage at the start of each of its turns. the Poe reappears in an unoccupied space within 5 feet
Rapid Spin. Melee Weapon Attack: +0 to hit, reach 10 ft., of the body. The target is immune to this Poe's
all targets in range. Hit: 7 (2d6) bludgeoning damage Possession for 24 hours after succeeding on the saving
plus 5 (2d4) fire damage. throw or after the possession ends.

47
Regardless of how they appeared in life, ReDeads all
resemble whithered, decrepit corpses. Their faces have
ReDead solidified into a wood-like substance which obscures the nose
and eyes. Their faces only show round, hollow black voids
where their eyes are and rotted, peeled back lips exposing
their barred teeth.
Sunlight Sensitivity. Though ReDeads do not seem to be
permenantly damaged by sunlight, upon initial exposure, they
will become momentarily parilyzed for one minute.
Shambling Swiftness. Though ReDeads move slowly,
when they get within reach of their prey, they will spring
forward and leap onto their victim's back with ferocity belied
by their rotting, otherwise shambling, form.
Undead Nature. A ReDead doesn't require air, food, drink,
or sleep.

ReDead
Medium undead, neutral evil

Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 10 ft.

STR DEX CON INT WIS CHA


13 (+1) 7 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +2


Damage Immunities poison
Condition Immunities charmed, exhaustion,
frightened, poisoned
Senses blindsight 60 ft., passive Perception 8
Languages understands the languages it knew in life
but can't speak
Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the ReDead to 0


hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a success,
the ReDead drops to 1 hit point instead.
Petrifying Gaze. The ReDead targets one creature it
can see within 60 feet of it. If the target can see the
ReDead, it must succeed on a DC 11 Wisdom saving
throw against this magic or become frightened until
the end of the ReDead's next turn. If the target fails
the saving throw by 5 or more, it is also paralyzed for
the same duration. A target that succeds on the
saving throw is immune to the Petrifying Gaze of all
ReDeads for the next 2 hours.

The ReDead is among Hyrule's most common, and most Actions


feared, undead creatures. They are soulless corpses of the Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one
Hylian dead, possessed by cruel and evil dark magic. target. Hit: 8 (2d6 +1) piercing damage plus 3 (1d6)
ReDeads can be created with the enchantments of evil necrotic damage. If the target is a creature, it must
make a DC 12 Strength saving throw or the ReDead
sorcerers, or might come about naturally in those places that remains attached to the creature and takes 8 (2d6 +
contain large amounts of dark magical energy. 1) piercing damage plus 3 (1d6) necrotic damage on
They have no will of their own, and no drive towards any each turn until the target succeeds on the saving
goal other than consumption of flesh. Even though they have throw or the ReDead is killed.
a voracious and insatiable need to devour the living, ReDeads
will not die from starvation, remaining in a perpetual undead
state, waiting for another victim.
48
Twilight Barriers. When the Shadow Beasts appear,
dropping from the sky through a tear between the boundaries
Shadow Beast of Hyrule and the Twilight Realm, they will immediately erect
The Shadow Beast is a mutated a force field around them and their opponents. This barrier
monstrosity from the Twilight realm. cannot be damaged or destroyed but vanishes
They appear to be vaguely humanoid when the Shadow Beasts are slain.
but with an overly large head and
arms. Their black skin is mottled with
angular Twili runes that periodically
glow red. They wear flat stone
shell-like helmets on their heads
that have hairy protuberances
extending from the bottom and top.
These masks obscure the beast's
eyes, if it has them, but leaves its
mouth exposed.
Twilight Corruption. It is unclear
if the Shadow Beast is a unique
lifeform or is a Twili, corrupted by the
dark magic which plagues their realm.
Regardless, the Shadow Beast displays
deranged and vicious behavior, and will
not hesitate to brutally attack anything it
perceives as an enemy.
Group Attacks. The Shadow Beast never
attacks alone. Instead, they will always appear in
groups of three. When two of the three Shadow
Beasts is slain, the third will unleash a horrible
cry that momentarily paralyzes normal
creatures, but revives its fallen comrades
back to half health. This pattern will
continue unless all three members of the
cadre can be killed before the last member
revives its partners.

Shadow Beast Pack Tactics. The Shadow Beast has advantage on an


attack roll against a creature if at least one of the
Large monstrosity, chaotic evil
Shadow Beast's allies is within 5 feet of the creature and
Armor Class 14 the ally isn't incapacitated.
Hit Points 39 (6d10 + 6)
Regenerative Cry. Whenever a Shadow Beast begins its
Speed 30 ft.
turn and two of the three Shadow Beasts' hit points have
been reduced to 0, the remaining Shadow Beast lets out
STR DEX CON INT WIS CHA a wailing cry as a standard action. Any creature hearing
this cry must succeed a DC 14 Constitution saving
18 (+4) 18 (+4) 13 (+1) 12 (+1) 14 (+2) 8 (-1) throw or be paralyzed for 1 round. The fallen Shadow
Beasts are resurrected with half of their hit points
Saving Throws Con +5, Wis +4, Cha +2 restored.
Damage Resistances acid, fire, lightning, thunder,;
bludgeoning, piercing, and slashing from nonmagical Actions
attacks Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Condition Immunities charmed, exhaustion, frightened, target. Hit: 15 (2d10 +4) piercing damage plus 5
grappled, paralyzed, petrified, poisoned, prone, (1d10) psychic damage.
restrained
Senses blindsight 120 ft., passive Perception 12 Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one
Languages Understands Twili but cannot speak. target. Hit: 26 (4d10 +4) bludgeoning damage. If the
Challenge 3 (800 XP) target is a creature, it must succeed on a DC 16
Strength saving throw or be knocked prone.

49
The Man Who Could See The Truth.
One of the many legends of Kakariko
Sheikah Village is that of "The Man Who Could See
The Sheikah are one of the ancient races of Hyrule. They are The Truth". This man was presumably a
visually similar to common Hylians (with the exception of Sheikah, and used his magical abilities to
their red eyes) but have a distinct and secretive culture and interrogate suspected enemies of the royal
society. Though all Hylians have a certain sensitivity towrds family. As legend has it, his house once
magic, the Sheikah are more finely attuned to its mysteries. stood in the same lcoation as the Kakariko
They have long since mastered the ability to perform great well, under which there is known to be a
dank and sinister dungeon, filled with
illusions, and they carefully walk the line between good and torture devices. It is possible that this
evil with their magic. man earned his title simply because
The Sheikah are masters of combat and stealth . They fight he was able to wring the truth out
with martial as well as many exotic weapons. Traditional of his victims. by use of his
Sheikah arms include throwing kunai, naginatas, and glaives. cruel torture methods. It
Though the Sheikah could rely solely on their martial is believed that this
prowess, they also possess powerful magical skills. These man was the creator of
allow them to vanish, and create powerful blasts of magical the "Lens of Truth", a
energy. Their magic seems to have some connection to powerful and
music, as many Sheikah are known to be competent sacred Sheikah
musicians. Their magic is attuned to their instruments, and relic that
they can use them to cast spells. allows the user
Sworn Protectors. The Sheikah swore long ago to protect to see through
the Hylian royal family and its interests, carrying out special the illusory
magic of his
orders in secret. As such, some have come to call them "The people.
Shadows of the Hylians". Due to their oath of service to the Other
Hylian royals, it is presumed that many Sheikah perished in Surviving
the Hylian civil war. Indeed, they are nearly extinct today, and Sheikah.
many believe their existence to be a myth. Some
Ancient Interlopers. At some point in Hyrule's history, believe that
there was a schism between the royal family and the Sheikah. the haunted
It is unclear what the cause of this rift was, but a great house in
betrayal from either the royal family or the Sheikah Kakariko Village, which is populated by mutated
themselves is likely at fault. Subsequently, a faction of spider-people may in fact be a relic of the days
Sheikahs were exiled from Hyrule. Many believe that these when the Sheikah betrayed the royal family. It
exiles used their magic to cross the boundaries between is said that the men who "live" there were
realms and entered the Twilight realm, thereby becoming the consumed by greed and a lust for treasure, and
ancestors to the modern Twili. were then cursed for their avarice. This may have
The Legendary Impa. The leader of the Sheikah tribe is been the cause of the rift between the Sheikahs
always given the ceremonial name of Impa. Impa serves as and the royals. It is possible that these are
the personal bodyguard and caretaker to the children of the members of the exiled group of Sheikah who did not flee to
royal family. She also makes decisions for the tribe as a the Twilight realm, but insisted on staying, only to be cursed
whole. One legendary Impa of the past was responsible for for their obstinance.
forming the offical alliance between the Sheikahs and the There is also a fabled traveling mask salesman who some
royals, and was also responsible for founding the Sheikah believe to be a Sheikah. His affinity for masks also seems
community at Kakariko Village. consistent with Sheikah imagry. Many Sheikahs have been
Kakariko Village. The ancient homestead of the Sheikahs known to use masks to conceal their identities. He also
is Kakariko Village in the East of Hyrule. This bustling town seems to have a keen sense of the magic sealed within the
was once occupied entirely by the secretive tribe, but has masks he sells.
since been opened to all races. Founded by the legendary The Sheikah Stones. Acting as the intelligence network of
Impa, it was a future Impa who opened the town's borders, the Hylian royals, the Sheikah were enamored with
following the near extinction of the Sheikah in the Hylian knowledge. This included state secrets as well as ancient
Civil War. Some Sheikahs remained in the town and magic. They created a series of stone artifacts that are
intermingled with the new popultion, but others left and scattered around Hyrule that can provide other Sheikahs
founded another colony somewhere in the Northern Hylian with valuable information about the surrounding territories.
wilds. The location of this Hidden Village is unknown to These stones appear to be simple statues to the uninitiated,
outsiders. but Sheikahs are able to communicate with them using a
A Dark Past. The Sheikah have always dabbled in the dark mask of truth, a special Sheikah artifact imbued with magic
magical arts and have potentially had a long and bloody similar to the echantments on the Lens of Truth. Sheikah
history of secret campaigns carried out in the name of the who wear these masks also have limited telepathic abilities,
Hylian royal family. Kakariko Village was the locus of these and are rumored to be able to read the thoughts of
clandestine activities. Many believe that the Sheikah were the unassuming creatures.
architects of the Shadow Temple, also known as the "House
of the Dead" and that they used it to carry out dark rites.

50
Sheikah Warrior
Medium humanoid, lawful neutral

Armor Class 16
Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 22 (+6) 15 (+2) 16 (+3) 17 (+3) 11 (+0)

Saving Throws Dex +8, Int +4


Skills Acrobatics +6, Deception +4, Perception +5,
Sheikah Shaman
Medium humanoid, lawful neutral
Stealth +11
Damage Resistances poison
Armor Class 12
Senses passive Perception 18
Hit Points 44 (8d8 + 8)
Languages Common, Sheikah, Old Hylian
Speed 30 ft.
Challenge 4 (1,100 XP)

Assassinate. During their first turn, the Sheikah has STR DEX CON INT WIS CHA
advantage on attack rolls against any creature that
hasn't taken a turn. Any hit the Sheikah scores 9 (-1) 15 (+2) 13 (+1) 18 (+4) 20 (+5) 11 (+0)
against a surprised creature is a critical hit.
Saving Throws Int +9, Wis +6
Cunning Action. On each of its turns, the Sheikah can Skills Arcana +13, History +13, Perception +5
use a bonus action to take the Dash, Disengage, or Damage Resistances damage from spells
Hide actions. Senses passive Perception 20
Evasion. If the Sheikah is subjected to an effect that Languages Common, Sheikah, Old Hylian, any three
allows it to make a Dexterity saving throw to take other languages
only half damage, te Sheikah instead takes no Challenge 5 (1,800 XP)
damage if it succeeds on the saving throw, and only
half damage if it fails. Magic Resistance. The Shaman has advantage on
saving throws against spells and other magical
Sneak Attack. Once per turn, the Sheikah deals an effects.
extra 14 (4d6) damage when it hits a target with a
weapon attack and has advantage on the attack roll, Spellcasting. The Shaman is an 13th level spellcaster.
or when the target is within 5 feet of an ally of the Its spellcasting ability is Wisdom (spell save DC 17,
Sheikah that isn't incapacitated and the Sheikah +6 to hit with spell attacks). The Shaman can cast
doesn't have disadvantage on the attack roll. disguise self and invisibility at will and has the
following wizard spells prepared:
Actions Cantrips (at will): fire bolt, light mage hand,
Kunai. Ranged Weapon Attack: +8 to hit, range prestidigitation, shocking grasp
60/120ft., one target. Hit: 11 (2d4 + 6) piercing
damage and the target must succeed on a DC 15 1st level (3 slots): detect magic, identify, magic
Constitution saving throw, or take 4 (1d8) poison missile
damage on a failed save and becomes poisoned. That 2nd level (3 slots): detect thoughts, mirror image,
creature may make a DC 15 Constitution saving misty step
throw on each subsequent turn or remain poisoned
and take an additional 4 (1d8) poison damage until a 3rd level (2 slots): counterspell, lightning bolt
successful save or the creature is cured by other 4th level (2 slots): banishment, fire shield
means.
5th level (2 slots): scrying, wall of force
Naginata. Melee Weapon Attack: +2 to hit, reach 10 6th level (1 slot): globe of invulnerability
ft., one target. Hit: 20 (4d10) slashing damage.
7th level (1 slot): teleport

The emblem of the Sheikah people. Actions


Dagger. Melee or Ranged Weapon Attack: +2/+5 to
hit, reach 5ft. or range 20/60 ft., one target.Hit: 1
(1d4 - 1) piercing damage.

51
Shell Blade Skull Kid
The Shell Blade is an aquatic The Skull Kid is an extremely elusive and timid creature.
lifeform found in most fresh water They are found in the deepest and darkest parts of Hylian
sources around Hyrule. They forests, and are typically wholly solitary. Many travelers have
are large molluscs with hard, reported seeing several Skull Kids in the Lost Woods,
spiny shells. They rest peacefully near the home village of the Kokiri.
on the bed of whatever body of water they Skull Kids appear to be humanoids with a childish form
live in until they detect another creature within that inspired their name. It is uknown whether they are a
reach of their attacks. When they sense their prey distinct race, or are rather Hylian or Kokiri children who
is near, the Shell Blade will propel itself rapidly
backwards by blowing out a stream of compressed bubbles. became lost in Hyule's forests and were corrupted and
The Shell Blade uses this technique to gore its prey on the mutated by the powerful magic therein. The reported
sharp spikes at the base its shell. Once its target has been consistency between the various Skull Kids seen throughout
killed, it will slowly rotate, open its shell and consume the Hyrule would perhaps suggest that they are a race unto
creature. The fleshy muscle inside its shell is extremely themselves. They are always clad in tunics and large hats that
susceptible to damage. would seem to be made out of some kind
of green and orange foliage. Their skull is
solid black with few features other than
Shell Blade glowing orange eyes, and an orange bill
Small beast, unaligned -like mouth.
Woodland Magic. Skull Kids have
Armor Class 13 (natural armor, 7 when its shell is powerful magical abilities, but they are
open) almost always directed towards the
Hit Points 7 (1d6 + 4) creation of illusions to keep the Skull
Speed swim 40 ft. Kids appearance and location a secret.
Their magic also seems to be
connected to their apparent
STR DEX CON INT WIS CHA musical talents. Most Skull Kids
have been seen playing various
11 (+0) 12 (+1) 18 (+4) 1 (-5) 3 (-4) 2 (-4) simple instruments like lutes, flutes,
or small drums.
Damage Immunities (when its shell is closed) Mischievous, But Timid. Evidence
slashing, piercing from nonmagical attacks that Skull Kids are in fact children,
Damage Vulnerabilities lightning includes their behavior. They are
Senses blindsight 30 ft., passive Perception 6 extremely timid and fearful of
Languages None strangers but have been
Challenge 0 (10 XP) known to intentionally
disrupt and perturb travelers
Amphibious. The Shell Blade can breath air and water. in the Hylian woods. Typically,
these actions seem to be
Actions frivolous and lighthearted in nature; the sort of pranks
any child might play. However, Skull Kids have been
Spikes. Melee Weapon Attack: +2 to hit, reach 5ft., known to react maliciously towarads outsiders who
one target. Hit: 2 (1d4) piercing damage. have trespassed into their woodland domain.
Magical Puppetry. Skull Kids are frail creatures and do
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one
target. Hit: 6 (1d12) piercing damage, the Shell
not have much ability to defend themselves. Instead they rely
Blade opens its mouth.
on their ability to cast illusory magic to hide from aggressors.
Their only realy offensive magic lies in the ability to conjure
strange puppets to fight for them. These disturbing creatures,
A Skull Kid Puppet. created out of forest detritus and debris, are frightening and
can overwhelm the unwary adventurer who is surprised by
them. These puppets bear a twisted resemblance to the Skull
Kids themselves, and are often mistaken for being Skull Kids
by those who have never seen them before.
Uneasy Alliances. Some travelers have claimed to have
been able to make friends with Skull Kids. This is supposedly
achieved by first demonstrating that they are not a threat, and
second by paying some form of tribute to the Skull Kid. This
tribute is reported to typically involve performing elaborate
tasks for the Skull Kid, including retrieval of valuable
treasure from the outside world. Skull Kids seem to covet
shiny items, regardless of their true worth, much as a child
might. Once a Skull Kid's trust has been earned , they will
provide information on the woods and surrounding area.

52
Skull Kid Skull Kid Puppet
Small fey, chaotic neutral Small construct, unaligned

Armor Class 13 Armor Class 5


Hit Points 8 (1d6 + 5) Hit Points 2 (1d6 - 1)
Speed 30 ft. Speed 25ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 17 (+3) 20 (+5) 13 (+1) 18 (+4) 18 (+4) 10 (+0) 1 (-5) 8 (-1) 1 (-5) 1 (-5) 1 (-5)

Skills Insight +4, Nature +8, Persuasion +5, Stealth Condition Immunities charmed, exhaustion,
+6 frightened, paralyzed, petrified, poisoned
Senses passive Perception 14 Damage Vulnerabilities fire
Languages Common Senses passive Perception 5
Challenge 1/8 (25 XP) Languages None
Challenge 0 (1 XP)
False Appearance. While the Skull Kid reamins
motionless, it is indistinguishable from normal Pack Tactics. The Puppet has advantage on an attack
shrubs. roll against a creature if at least one of the Puppet's
allies is within 5 feet of the creature and the ally isn't
Cunning Action. On each of its turns, the Skull Kid incapacitated.
can use a bonus action to take the Dash, Disengage,
or Hide actions.
Actions
Spellcasting. The Skull Kid is a 4th-level spellcaster.
Their spellcasting ability is Charisma (spell save DC Slash. Melee Weapon Attack: +2 to hit, reach 5ft.,
14, +4 to hit with spell attacks). They have the one target. Hit: 2 (1d4) slashing damage.
following spells prepared:
Cantrips (at will): dancing lights, druidcraft,
guidance, mending, minor illusion Skulltula
1st level (4 slots): animal friendship, cure wounds,
purify food and drink, speak with animals
Skulltulas are
arachnids that can be
2nd level (3 slots): animal messenger, invisibility, found throughout
gust of wind Hyrule. They make
nests in secluded spots
Actions where they wait
Blowgun. Ranged Weapon Attack: +5 to hit, range patiently for their prey.
40/80ft., one target. Hit: 5 (1d4 +3) piercing Their name is derived
damage. from the hard shell on
their backs that resembles
Arboreal Puppetry (Recharge 5-6). The Skull Kid a skull. It offers them signficant
summons 5 (1d8 +1) Skull Kid Puppets into any protection from attacks,
onccupied spaces of their choice within 50 feet. however their stomachs are
soft and easily damaged.

Skulltula Spider Climb. The Skulltula can climb difficult surfaces,


including upside down on ceilings, without needing to
Small beast, unaligned
make an ability check.
Armor Class 13 (natural armor)
Web Sense. While in contact with a web, the Skulltula
Hit Points 5 (1d6 + 2)
knows the exact location of any other creature in
Speed 20 ft., climb 20 ft.
contact with the same web.
Web Walker. The Skulltula ignores movement restriction
STR DEX CON INT WIS CHA caused by webbing.
16 (+3) 14 (+2) 15 (+2) 1 (-5) 3 (-4) 2 (-4)
Actions
Skills Stealth +4 Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
Senses darkvision 30 ft., passive Perception 6 creature. Hit: 7 (1d8 +3) piercing damage, and the
Languages None target must succeed on a DC 14 Constitution saving
Challenge 1/8 (25 XP) throw or take 4 (1d8) poison damage.
Spin. Melee Weapon Attack: +3 to hit, reach 5 ft., all
creatures within range. Hit: 5 (1d4 +3) slashing damage. 53
Stalchild Stalchild
Stalchildren are small, skeletal, Small undead, lawful evil
humanoid creatures. They have
glowing red eyes, and Armor Class 8
oversized arms and heads with Hit Points 5 (1d6 + 2)
large teeth and no lower jaw. They are Speed 20 ft.
extremely weak, but can overwhelm their
enemies as they attack in hordes that STR DEX CON INT WIS CHA
spring out of the ground. Stalchildren
only appear at night, and are destroyed if caught in sunlight, 6 (-2) 8 (-2) 14 (+2) 4 (-3) 5 (-3) 2 (-4)
or if they fall into moving water.
There are some who believe that Stalchildren are in fact Damage Vulnerabilities bludgeoning
the reanimated skeletons of dead Hylian children. This would Damage Immunities poison, piercing
seem to be impractical however, as Stalchildren appear in Condition Immunities exhaustion, poisoned
such great numbers as to discredit this theory. Rather, it is Senses darkvision 120 ft., passive Perception 7
likely that Stalchildren, like their larger kin, the Stalfos, are Languages Understands the language of its creatoer
simply assemblages of the bones of any dead creature. They but can't speak
are almost certainly created by magical means, and may be Challenge 0 (15 XP)
able to be summoned by dark wizards.
Undead Nature. A Staltroop doesn't require air, food, Pack Tactics. The Stalchild has advantage on an attack
drink, or sleep. roll against a creature if at least one of the Stalchild's
allies is within 5 feet of the creature and the ally isn't
incapacitated.
Stalfos
Like Stalchildren, Stalfos are skeletal humanoids. Most Actions
believe them to be reanimated Hylian dead, but they are likely Scratch. Melee Weapon Attack: +0 to hit, reach 5ft.,
magical in origin. Their bodies are created by a magical one target. Hit: 1 (1d6 -2) slashing damage.
assemblage of the bones of any dead creature. Unlike
Stalchildren, Stalfos are quite dangerous. They wield martial
weapons with great compentence, and their skeletal nature
affords them certain special defenses in combat. They are
also suprisingly dextrous considering their shambling
appearance.
Stalfos are created by the enchantments of dark sorcerers.
These enchantments can be employed in traps, as they can
remain inactive until triggered by the approach of some
intruding creature. The same magic that formed the Stalfos
in the first place may be designed to reconstitute the creature
any number of times after having been destroyed. This can
only be achieved if the bones from which the Stalfos was
made have not been obliterated completely.
As such, they can often be found in dungeons or other
ancient locations throughout Hyrule. They do not share the
Stalchildren's weakness to sunlight, nor their incompatability
with water. They can function normally in both environments,
however it is uncommon for a band of roving Stalfos to be
spotted roaming the Hylian overworld.
Obedient Servants. Stalfos raised by spells are bound to
the will of their creator. They follow orders to the letter, never
questioning the tasks their masters give them, regardless of
the consequences. Because of their literal interpretation of
commands and unwavering obedience, Stalfos adapt poorly
to changing circumstances. They can't read, speak, emote, or
communicate in any way except to nod, shake their heads, or
point. Still, Stalfos are able to accomplish a variety of
relatively complex tasks. Although they lack the intellect of the creatures from whose
A Stalfos can fight with weapons and wear armor, can load bones they are formed, Stalfos aren't mindless. Rather than
and fire a catapult or trebuchet, scale a siege ladder, form a break its limbs attempting to batter its way through an iron
shield wall, or dump boiling oil. However, they must receive door, a Stalfos tries the handle first. If that doesn't work, it
careful instructions explaining how such tasks are searches for another way through or around the obstacle.
accomplished. Undead Nature. A Staltroop doesn't require air, food,
drink, or sleep.

54
Stalfos
Medium undead, lawful evil

Armor Class 15 (armor scraps)


Hit Points 25 (3d8 + 12)
Speed 30 ft. Stalhound
Medium undead, unaligned
STR DEX CON INT WIS CHA Armor Class 12
18 (+4) 14 (+2) 18 (+4) 6 (-2) 8 (-1) 5 (-3) Hit Points 9 (1d8 + 5)
Speed 40 ft.
Damage Vulnerabilities bludgeoning
Damage Immunities poison, piercing STR DEX CON INT WIS CHA
Condition Immunities exhaustion, frightened,
poisoned 13 (+1) 14 (+2) 20 (+5) 3 (-4) 6 (-2) 2 (-4)
Senses darkvision 120 ft., passive Perception 9
Languages Understands the language of its creatoer Damage Vulnerabilities bludgeoning
but can't speak Damage Immunities poisoning
Challenge 2 (450 XP) Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Charge. If the Stalfos moves at least 10 feet straight Languages None
toward a target and then hits it with a melee attack Challenge 1/4 (50 XP)
on the same turn, the target takes an extra 9 (2d8)
bludgeoning damage. If the target is a creature it Pack Tactics. The Stalhound has advantage on an
must succeed on a DC 14 Strength saving throw or attack roll against a creature if at least one of the
be pushed up to 10 feet away and knocked prone. Stalhound's allies is within 5 feet of the creature and
the ally isn't incapacitated.
Actions
Longsword. Melee Weapon Attack: +6 to hit, reach Actions
5ft., one target. Hit: 13 (2d8 + 4) slashing damage. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one
target. Hit: 4 (1d6 + 1) piercing damage. If the target
is a creature, it must succeed on a DC 11 Strength
saving throw or be knocked prone.
Stalhound
The Stalhound is similar to the Stalfos and is assembled by
the same morbid sorcery. Stalhounds display roughly the
same intelligence as flesh and blood dogs. They do not Stalkin
require as many bones to form as the Stalfos, nor as complex
magic. Stalkin are extremely similar to Stalchildren, however they
Undead Nature. A Stalhound doesn't require air, food, are significantly smaller. Perhaps assembled with the bones
drink, or sleep. of rodents or other tiny creatures, their small size is both a
benefit, and a weakness. They are much weaker, even than
the frail Stalchildren, but more Stalkin can also be created
from fewer bones. They also wield powerful spears that are
much more dangerous than the claws of the Stalchildren.
Undead Nature. A Staltroop doesn't require air, food,
drink, or sleep.

Stalkin
Tiny undead, lawful evil

Armor Class 6
Hit Points 1 (1d4 - 1)
Speed 15 ft.

STR DEX CON INT WIS CHA


12 (+1) 2 (-4) 8 (-1) 2 (-4) 3 (-4) 2 (-4)

55
Staltroop
Stalkin (Continued) Staltroops are similar to Stalfos, however they are much
more rare. They are what Stalfos are often mistaken for; the
Damage Vulnerabilities bludgeoning, slashing, reanimated skeletons of once living Hylians. They are created
piercing by dark magic, and used as undead legions with which to
Damage Immunities poison, attack the living. Though they resemble Stalfos, and have
Condition Immunities exhaustion, frightened, been given a similar name, they are indeed a different
poisoned creation altogether.
Senses darkvision 60 ft., passive Perception 6 Animated Dead. Whatever sinister force awakens a
Languages Understands the language of its creatoer Stalltroop infuses its bones with a dark vitality, adhering joint
but can't speak to joint and reassembling dismantled limbs. This energy
Challenge 0 (15 XP) motivates a Stalltroop to move and think in a rudimentary
fashion, though only as a pale imitation of the way it behaved
Pack Tactics. The Stalkin has advantage on an attack in life. An animated Staltroop retains no connection to its
roll against a creature if at least one of the Stalkin's
allies is within 5 feet of the creature and the ally isn't
past, although resurecting a Staltroop restores it body and
incapacitated.
soul, banishing the hateful undead spirit that empowers it.
Habitual Behaviors. Independent Staltroops temporarily
or permanantly free of a master's control sometimes
Actions pantomime actions from their past lives, their bones echoing
Spear. Melee Weapon Attack: +3 to hit, reach 5ft., the rote behaviors of their former living selves. The Staltroop
one target. Hit: 4 (1d6 +1) piercing damage. of a miner might lift a pick and start chipping away at stone
walls. The Staltroop of a guard might strike up a post at a
random doorway. Left alone in a ballroom, the Staltroops of
nobles might continue an eternally unfinished dance.
When Staltroops encounter living creatures, the
necromatntic energy that dives them compels them to kill
unless they are commanded by their masters to refrain from
doing so. They attack without mercy and fight until destroyed,
for Staltroops possess little sense of self and even less sense
of self-preservation.
Undead Nature. A Staltroop doesn't require air, food,
drink, or sleep.

Staltroop
Medium undead, lawful evil

Armor Class 13 (armor scraps)


Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 18 (+4) 4 (-3) 6 (-2) 4 (-3)

Damage Vulnerabilities bludgeoning


Damage Immunities poison
Condition Immunities exhaustion, frightened,
poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it knew in life
but can't speak
Challenge 1/8 (35 XP)

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 +2) piercing
damage.

56
Stinger Stinger
The Stinger is an aquatic Small beast, unalgined
life form that can be found in
bodies of fresh water around Armor Class 11
Hyrule. They tend to rest on the Hit Points 4 (1d6 + 1)
floor but have the ability to swim freely Speed swim 30 ft.
through the water. They make nests
in flooded ruins, where they wait in shallow water for prey. STR DEX CON INT WIS CHA

Takkuri 4 (-3) 12 (+1) 12 (+1) 2 (-4) 1 (-5) 6 (-2)

The Takkuri is a large crow-like bird native to the Termina Damage Vulnerabilities lightning
region. They are highly intelligent and covet treasure above Senses passive Perception 5
all else. They will swoop down with clumsy slowness and will Languages None
attempt to knock over their targets. If they can knock them Challenge 0 (10 XP)
out, they will rifle through their belogings with their beaks,
searching for rupees that they will then drag away in their Actions
mouths and talons, to store in their nests. If a traveler can
locate a Takkuri nest, which are typically at high and Sting. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit: 3 (1d4 +1) piercing damage. If the
inaccessible places, they can find large amounts of pilfered target is a creature, it must succeed on a DC 11
rupees. Constitution saving throw or it takes 2 (1d4) poison
damage.

Takkuri
Small beast, neutral evil

Armor Class 12
Hit Points 9 (2d6 +2)
Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 7 (-2)

Skills Perception +4
Senses passive Perception 12
Languages Understands common
Challenge 1/8 (25 XP)

Keen Sight. The Takkuri has advantage on Wisdom


(Perception) checks that rely on sight.

Actions
Dive Bomb. Melee Weapon Attack: -2 to hit, reach
15 ft., one target. Hit: 4 (1d4 +2) blugeoning
Tektite
damage. If the target is a creature, it must succeed The Tektite is a small spider-like creature, roughly the same
on a DC 12 Strength saving throw or it is knocked size as a Skulltula. They differ from Skulltulas in many key
prone. ways however including their four (as opposed to eight) legs.
They also do not spin webs, but rather skitter along the
Beak. Melee Weapon Attack: +3 to hit, reach 5ft., ground, hopping high into the air when they approach their
one target. Hit: 3 (1d4 + 1) piercing damage. prey. They have similarly armored bodies to Skulltulas, but
Pilfer. Melee Weapon Attack: +3 to hit, reach 5 ft., their exoskeleton does not look like a skull.
one prone target. Hit: the Takkuri steals 1d20 +5 There are several varieties of Tektite, the most common of
rupees from its target. which are the red and blue species. Red Tektites display a
resistance to fire and are known to lair in Hyrule's mountain
ranges. Blue Tektites have the ability to walk on the surface of
still water as though it were solid ground.

57
Tektite
Small beast, unaligned

Armor Class 16 (natural armor)


Hit Points 8 (1d6 + 5)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 20 (+5) 2 (-4) 3 (-4) 3 (-4)

Skills Stealth +5
Damage Immunities fire (Red Tektites only), cold
(Blue Tektites only)
Senses passive Perception 6
Languages None
Challenge 0 (15 XP)

Spider Climb. The Tekite can climb difficult surfaces,


Torch Slug
including upside down on ceilings, without needing
to make an ability check.
Small beast, unaligned
Water Stride. Blue Tektites only. Blue Tektites can
Armor Class 8the surface of still water as though it
move across
Hit Points
were rough 9 terrain.
(2d6 + 2)
Speed 15 ft.
Actions
STR
Bite. MeleeDEX
WeaponCON
Attack: +4INT WIS 5ft.,
to hit, reach CHAone
6 (-2) Hit:
creature. 12 (3d6
6 (-2) +2) piercing
13 (+1) 3 (-4) damage,
1 (-5) and the
7 (-2)
target must succeed on a DC 15 Constitution saving
throw or take 4 (1d8) poison damage.
Condition Immunities None
Senses passive Perception 5
Languages None
Torch Slug
Challenge 1/8 (30 XP)

Torch Slugs are found


Illumination. in Hylian
The Torch Slug caves
shedsand active
bright volcanoes.
light in a
They30-foot
slither across the ground,
radius and dim lightslowly
in anmoving towards
additional their
30 feet.
prey.Water
TheySusceptibility.
have a jet of hot flame which erupts from
For every 5 feet the Torch Slug
their
backs. This flame is not constant, and only appears when the
moves in water, or for every gallon of water splashed
Torch Slug is actively hunting
on it, it takes 3 cold damage. or defending itself against a
predator.
Gorons
Actions and Dodongos have been known to hunt Torch
Slugs and may be their only natural predators. Both are
resistant
Touch.toMelee
the Hit:
Torch Slug's
Weapon fire,
Attack: and
+0can successfully
to hit, reach 5ft., digest
its toxic,
one slimy
target. body. 10 (3d6) fire damage
acid damage. If the target is a creature or a
plus 3 (1d6)
Torch slugs are extremely susceptible to water. If they are
flammable object, it ignites. Until a creature takes an
doused, theirto flames
douse can be extinguished entirely, leavingfire
themaction
vulnerable
damage at the
the fire,
to start
attacks. the target takes
Once
of each killed,
of
4 (1d8)
their slimy
its turns. residue
can be collected and used to create powerful poisons and
corrosive acids.

58
Twili
The Twili are the mysterious denizens of the Twilight Realm,
a parallel dimension which exists adjacent to Hyrule. They
are a humanoid race, with pale blue skin, red eyes, and
pointed ears. The Twili have extreme difficulty existing in the
Hylian dimension. Most can only exist as pale echoes of their
true form, hiding in the shadows of other cretures. A Twili
can stalk a native of Hyrule without being detected. Beyond
this, some Twili are capable of attaining solid form in Hyrule,
but typically they will still appear deformed, twisted and
weak. Only the most powerful Twili are capable of retaining
their true form in Hyrule.
The Twili have a stretched, elongated appearance, with
long limbs, necks, and heads, and great variances in overall
height and girth (although the shorter Twili could just be
children, which would also explain their girth). It also appears
that common Twili are incapable of speaking the Hylian
Language and appear to be able to utter only a moan when
someone draws near, which may be their own language. If
this is the case, those moans may possibly be speech that
sounds like moans because travelers do not understand the
language. Though, their moaning may also be caused by
shyness or fear that they feel toward outsiders.
It is believed that the Twili descended from a tribe of
sorcerers known only as the Interlopers, who attempted to
seize control of the Sacred Realm after the creation of the
Triforce. However, their efforts failed, and they were seized by
the three Goddesses, Din, Nayru, and Farore. With the aid of
the Light Spirits, the Interlopers were banished to a land
known as the Twilight Realm. Over a long period of time,
because of the vastly different environment within the
Twilight Realm, the interlopers evolved from their original
forms to a unique, black and white, gentle-looking race, called
the Twili. Some theorize that the the Interlopers were in fact
a band of Sheikah who defied the Hylian Royal family to
whom they were sworn to protect. The Twili's red eyes are
used as evidence for this relationsihp.
Eventually, they abandoned their plans to rule the Sacred
Realm and Hyrule and became peacefully adapted to
their new lifestyle in the Twilight Realm.
At one point in their history, Ganondorf was
banished to the Twilight Realm. and he met a young
servant of the Twili Royal Family and nominee for
King, Zant. Zant, believing Ganondorf to be a god,
was granted exceptional magical powers and used
these to usurp the throne of Midna, who
was chosen as Twilight Ruler over him, and
"The people of our tribe...a tribe that declared himself king. Firmly in command,
mastered the arts of magic...were he transformed Midna into an imp-like
locked away in this world like creature and his fellow Twili into Shadow
insects in a cage. In the shadows we Beasts, and, planning to engulf the entire
regressed, so much so that we soon land in Twilight, launched an invasion of
knew neither anger nor hatred...nor the peaceful land of Hyrule.
even the faintest bloom of desire. The Twilight Realm is it's own plane,
And all of it was the fault of a discreet from Lorule or the Sacred
useless, do-nothing royal family Realm. It is a dark and cold
that had resigned itself to this environment, filled with strange visual
miserable half-existence!" anamolies. Visiting the Twilight Realm is
— Zant the Usurper incredibly strenuous on normal Hylians,
and can only last for a brief time without
the aid of powerful enchantments.

59
Abilities.The Twili and the Shadows are the only creatures Another example is doors that open by themselves. These
that can enter areas of Twilight or bring anything into it. They doors have only one green shape when inactive, but when
also seem to possess great magical skill, some examples opened, the green shape extends, highlighting more details.
being levitation, telekinesis, portal creation, object Another, more likely possibility, however, is that the many
manipulation, and the ability to hide in human shadows. It is wonders of the Twilight Realm are caused by the magic of
unknown if all Twili can perform these abilities, or if they are their ancestors put to a more peaceful use.
exclusively wielded by the higher Twili caste. Government.The Twili are ruled by a single person who
Advancements. The Twili appear to possess many strange rules from the palace of Twilight. Despite being a monarchy,
technologies that are seemingly more advanced than that of there is evidence that theirs is not hereditary, but an elective
the Hylians, and even more advanced than technology from monarchy, which is to say that the new king or queen is
Termina. One example would be their use of teleportation chosen from either the general populace by a consent of the
through the use of Twilight Portals. In the Twilight Realm, the people, or there are many royal houses and each has a turn of
Twili use platforms for transportation that appear from a potential monarch being elected from a parliament. This
nowhere and are completely transparent, except for the could explain how Zant had been a servant of the rulers of
glowing green shapes seen all around anything that is of the Twilight for many years but was still applicable for being
Twilight origin (portals, artifacts, etc.). voted for king.

Twili Warrior 1/day: plane shift (self only)


Medium humanoid, neutral good
Actions
Armor Class 16 (splint mail) Multiattack. The Twili makes two melee attacks or uses
Hit Points 45 (6d8 + 18) its Psychic Ray twice.
Speed 30 ft., fly 60 ft. (hover)
Spear. Melee Weapon Attack: +6 to hit, reach 5ft. or
range 20/60 ft., one target.Hit: 11 (2d6 + 4) piercing
STR DEX CON INT WIS CHA damage, or 13 (2d8 +4) piercing damage if used with
18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+2) 16 (+3) two hands to make a melee attack, plus 7 (2d6) psychic
damage.
Saving Throws Str +6, Con +5, Int +4, Cha +5 Psychic Ray. Ranged Spell Attack: +6 to hit, range 120 ft.,
Skills Deception +5, Intimidation +5, Perception +4, one target. Hit: 21 (6d6) psychic damage.
Stealth +6 Twilight Command. One humanoid the Twili can see
Senses darkvision 120 ft., passive Perception 16 wihthin 30 feet of it must succeed on a DC 14 Wisdom
Languages Common, Old Hylian, Twili saving throw or be magically charmed for 1 day. The
Challenge 3 (1,000 XP) charmed target obeys the Twili's spoken commands. If
the target suffers any harm from the Twili or another
Innate Spellcasting. The Twili's spellcasting ability is creature or receives a suicidal command from the Twili,
Charisma (Spell save DC 14). The Twili can innately cast the target can repeat the saving throw, ending the effect
the following spells, requiring no material components: on itself on a success. If a target's saving throw is
successful, or if the effect ends for it, the creature is
3/day each: alter self, command, detect magic immune to the Twili's Command for the next 24 hours.

60
Vire Vire
Vires are small fat winged Small fiend, unaligned
demons. They have blue flesh,
two sets of eyes, and sharp claws Armor Class 13
and fangs. They hover through the Hit Points 14 (2d6 + 8)
air very slowly, but when they Speed 10 ft., fly 20 ft.
perceive a threat, they will retreat
with extreme speed, belied by their round
appearance and otherwise slow movement. STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 19 (+4) 4 (-3) 7 (-2) 2 (-4)

Senses passive Perception 8


Languages None
Wallmaster Challenge 0 (15 XP)
The Wallmaster is one of the most horrying and mysterious Disengage. On each of its turns, the Vire can use a
creatures in Hyrule. They are thought to come from the same bonus action to tke the Dash, Disengage, or Hide
plane as the Phantom Riders, yet the have the ability to actions.
manifest themselves in a physical form. This suggests that
they are not native to the Phantom Realm, but perhaps have Actions
gained access to it after having developed here.
Wallmasters spring forth from dark portals between Claws. Melee Weapon Attack: +0 to hit, reach 5ft.,
dimensions. They can appear on any surface large enough to one target. Hit: 2 (1d8 -2) slashing damage.
hold them. They will attempt to grab their victims and drag
them back through the portal to their realm, where they will
presumably then feed on the creature they've captured.
Wallmasters seem to claim entire dungeons in Hyrule as
their territory, and when already satiated, they will simply
"play with their food". They do this by dragging their victim
into their dimensional portal, but not killing them. Rather,
they open an adjoining portal in another random room of the
dungeon and deposit their victim there. This can be
extremely disorienting.
Though Wallmasters can float, they also crawl around on
their large, powerful fingers. They attack their prey by pulling
them into their dimension, but also by hovering and
slamming into them.

Wallmaster Invisibility. The Wallmaster can turn invisible as it moves.


When it attacks however, it always becomes visible.
Medium monstrosity, chaotic evil
Sneak Attack. Once per turn, the Wallmaster deals an
Armor Class 14 extra 14 (4d6) damage when it hits a target with a
Hit Points 52 (7d8 + 21) weapon attack and has advantage on the attack roll.
Speed 30 ft., fly 40 ft. (hover)
Actions
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 17 (4d6 +3) slashing damage.
16 (+3) 19 (+4) 117 (+3) 10 (+0) 15 (+2) 11 (+0)
Hovering Slam. Melee Weapon Attack: +2 to hit, reach
Skills Perception +4, Stealth +6 40 ft., one target. Hit: 22 (6d8 + 4) bludgeoning
Damage Immunities poison damage.
Condition Immunities charmed, exhaustion, poisoned Drag Away. The Wallmaster attemps to grab one creature
Senses blindsight 150 ft. passive Perception 20 within range. That creature must succeed on a DC 13
Languages Understands all languages but can't speak Strength or Dexterity saving throw of their choice, or be
Challenge 3 (900 XP) dragged towards the Wallmaster's portal. A grabbed
target may repeat the saving throw before being dragged
Detect Life. The Wallmaster can magically sense the into the Phantom Realm. On a failure, a creature drops
presence of living creatures up to 5 miles away. It knows to 0 hit points and is ejected from the portal in a
the general direction they're in but not their exact random location within 5 miles. On a success, a creature
locations. takes 10 (3d6) psychic damage).

61
Wizzrobe Wizzrobe
Medium fiend, chaotic evil

Armor Class 14
Hit Points 34 (4d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 18 (+4) 18 (+4) 20 (+5) 20 (+5) 4 (-3)

Condition Immunities charmed


Senses passive Perception 15
Languages Common, Abyssal
Challenge 3 (1,000 XP)

Teleportation. As a standard action, the Wizzrobe


may disappear and reappear in any space that it can
see up to 200 ft. away. When the Wizzrobe
reappears, all creatures in combat must succeed on a
DC 18 Wisdom (Perception) save or lose track of
the Wizzrobe. They may repeat this save each round
in order to locate the Wizzrobe, but will be alerted to
its location if it attacks them from its new location.
Sneak Attack. Once per turn, if no targets know the
location of the Wizzrobe, it deals an extra 14 (4d6)
damage when it hits a target with a spell attack and
has advantage on the attack roll.

Actions
Hurl Flame. Ranged Spell Attack: +6 to hit, reach 150
ft., one target. Hit: 14 (4d6) fire damage. If the target
is a flammable object that isn't being worn or
carried, it also catches fire.
Dark Ball. Ranged Spell Attack: +6 to hit, range 120
ft., one target. Hit: 10 (3d6) psychic damage.
Summon Creature (Recharge 5-6). Roll 1d20 and
summon the appropriate creature(s) from the
Wizzrobe summon table (p. 63). Whatever the
Wizzrobe summons appears in any unoccupied
space with a 100 ft. square of the Wizzrobe's
position.
The Wizzrobe is one of Hyrule's most fascinating and most
dangerous creatures. They bear a vague resemblance to
Poes, but are clearly different creatures. They essentially Dark Masters. The Wizzrobes are the masters of command.
humanoid with shadowy arms that look like the twisted Their evil magic allows them to completely control their
branches of trees. They hover about 5 feet off the ground and summoned slaves. Though their summons in battle are not
can teleport at will, making them difficult to track during a real creatures, they do also have the ability to possess and
battle. They are fairly weak however, and once hit with an control other living creatures.
attack, will often flee to protect themselves. As such, Wizzrobes make for excellent lieutenants for dark
The Wizzrobe has the ability to cast some traditional wizards and sorcerers who would wish to raise an army. This
magical spells. These includes beams of fire and psychic magic is innate in their race, and is of the same origins as the
energy. Their primary action in a battle however is their majority of evil sorcerers who use their powers to corrupt and
ability to summon other creatures to fight for them. These are control the blinoid races of Hyrule. Wizzrobes have little
not actual creatures, but rather approximations thereof. ambition of their own, and will gladly aid others in their
These summons can take on nearly any form and appear in quests for dominance over Hyrule. They enjoy controlling and
groups as large as five at a time. These apparitions will fight enslaving other creatures, deriving sustenance from their
for the Wizzrobe until death. They disappear when the draining free will.
Wizzrobe is killed, incapacitated, or escapes combat.

62
Wizzrobe Summon Table
d20 Summon d20 Summon
1 Five Bokoblin Grunts 11 Six Hiploops
2 Four Bublin Grunts 12 Eight Keese
3 Three Red ChuChus and Three Green ChuChus 13 Two Lizalfos
4 Three Yellow ChuChus 14 Ten Miniblins
5 Three Blue ChuChus 15 Three Moblins
6 One Heavy Darknut 16 Two Spear Moblins
7 One Dinolfos 17 One Juvenile Mothula
8 One Dodongo 18 Four ReDeads
9 Two Freezards 19 Two Stalfos
10 One Gibdo 20 Two Red Tektites and Two Blue Tektites

Wolfos
The Wolfos is a humanoid wolf that lives in the woods of
Hyrule. There are also White Wolfos, which live in snowy
climates. Some have reported seeing Wolfos running across
Hyrule's fields, but only at night. Wolfos seem to be nocturnal,
and hide during the day, though they are not sensitive to
sunlight. Hylians have myths and legends of Werewolves just
like many other cultures. Contrary to what most Hylians
believe, Wolfos are absolutely not Werewolves. Neither are
they corrupted or mutated humans, nor wolves. Rather, the
Wolfos is its own, independently developed life form.
Despite their terrifying appearance, Wolfos are actually
quite timid by nature. They will generally avoid a conflict if at
all possible, but if they perceive that there is a threat to them
or to their den, they will attack with animalistic ferocity. Their
lairs are found deep in the woods, and they have been known
to take up residence in the ruins of ancient Hylian buildings
and temples. Some adventurers theorize that long ago, the
Wolfos lived in harmony with the Hylians who occupied these
temples, and that they were conscribed to guard them. They
posit that the modern Wolfos have languished over time in
terms of intelligence, but that they retain a faint memory of
that ancient charge.

Wolfos Challenge 1 (250 XP)


Medium beast, neutral
Keen Hearing and Smell. The Wolfos has advaantage on
Armor Class 14 (natural armor) Wisdom (Perception) checks that rely on hearing or
Hit Points 36 (8d8 + 0) smell.
Speed 40 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The Wolfos makes two attacks: one with its
bite and one with its claws.
15 (+2) 13 (+1) 11 (+0) 10 (+0) 11 (+0) 10 (+0)
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
Saving Throws Dex +3, Con +2 target. Hit: 11 (2d8 + 2) piercing damage.
Skills Perception +2, Stealth +3 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft, one
Damage Immunities cold (White Wolfos only), psychic creature. Hit: 12 (4d4 +2) slashing damage.
Condition Immunities frightened
Senses passive Perception 14 Howl. Each non-Wolfos creature within 200 feet of the
Languages Understands common and old Hylian but Wolfos must succeed on a DC 13 Wisdom saving throw
cana't speak or be frightened for 1 minute.
Challenge 1 (250 XP)

63
Zora tribes and kingdoms span the world and their people
Zora are as varied in culture and outlook as the human races of the
surface. In Hyrule, they live in an extremely secretive and
insular society. As such, land folk and Zoras rarely meet
except by chance, though star-eyed mariners tell tales of
romance with these creatures along the shoals of faraway
lands.
Indeed, in Termina, the Zoras of the Great Bay are more
ubiquitous. They are known to be much more gregarious than
their Hylian counterparts and regularly interact with the
Terminan natives. There is even a famous Zora musical act in
Termina known as The Indigo-Gos.
Zora Settlements. Zora build their settlements and cities
in vast undersea caverns, mazes of coral, and the ruins of
other sunken cities or structures they carve from the rocky
seabed. They are competent builders and can construct
elaborate architecture, though they typically prefer to make
use of preexisting undersea landforms in the establishment of
their domains.
They live in water shallow enough that the passage of time
can be marked by the gleam and fade of sunlight through the
water. In the reefs and trenches near their settlements, Zora
harvest coral and farm the seabed, shepherding schools of
fish as land-based farmers tend sheep. Only rarely do Zoras
venture into the darkest depths of the ocean. In such depths
and in their undersea caverns, Zoras rely on the light of
bioluminescent flora and fauna, such as jellyfish, whose slow
pulsing movements lend Zora settlements an otherworldly
aesthetic.
Alliances with Other Races. Though many Zora societies
are secluded and clandestine, they have been known to make
temoprary alliances with other humanoid races found on the
surface. In particular, there has been a consistent and long--
standing cordial relationship between the Zoras and the
Hylians. This relationship is based on trade, with the Zoras
The Zora are one of the ancient humanoid races of Hyrule. providing fish and other ocean resources in exchange for
They are an aquatic species with blue skin, and webbed curios and other wonderous items found only on the surface.
hands and feet. They have fins on their arms and hips, and The Zoras rarely get involved in the armed conflicts of the
large tail-like appendages on the backs of their heads. Their land folk. Nevertheless, many Zoras answered the call of the
bodies are mostly smooth (with some fish-like scales on their Hylian Royal family during the Hylian Civil War. They laid
joints) to allow for excellent hydrodynamic movement. down their lives to protect the Hylian monarchy.

The Indigo-Gos of Termina.


64
Zora Royalty. Zora government is monarchical, as
illustrated by King Zora XVI, the sole ruler of the Zoras in King Zora XVI and
Hyrule; and Queen Rutela, the ruler of the Zoras in Termina. his daughter,
Queen Rutela's husband, another King Zora, died some time Princess Ruto.
ago. The Zora Royal Family is responsible for maintaining
order among their people, overseeing care of their patron
deity, Lord Jabu-Jabu, located in Hyrule, and assuring that the
waters upon which he and all creatures rely are clean and
pure.
River Zoras. The common Zoras such as those who live in
Zora's Domain and the Great Bay are wary of, though
typically friendly towards outsiders. There is
however another species of Zora which are
mistakenly referred to by Hylians as "River Zoras",
though they do not exclusively lair in rivers. These
Zoras are distinguished by their reddish
coloration. They are significantly more
xenophobic and aggressive. They will attack
outsiders or anyone they perceive as a threat on
sight. Much like their more amenable kin,
River Zoras also dwell in undersea caves
filled with treasures and trophies
taken from their victims and sunken
ships. They are known to tie the
rotting corpses of dead enemies
and drowned sailors to strands of
kelp to mark the borders of their
territory.
These Zoras are a dicreet society, but
they have been known to intermingle
with other Zora kingdoms. In fact,
Queen Rutela and her heir Prince Ralis
are thought to be descended from River
Zoras due to the red tone of their Zora Commoner
scales. Some travelers boast having
made their way successfully to the rulers of Medium humanoid, lawful good
certain River Zora societies, claiming that they Armor Class 12 (natural armor)
are organized into similar monarchies to the Hit Points 11 (2d8 + 2)
Hylian Zoras, but that their culture is based more Speed 25 ft., swim 50 ft.
on piracy and violence.
Clever Crafters. Zoras are skilled artisans and
craftspeople and are known to create valuable artifacts. STR DEX CON INT WIS CHA
These include unique musical instruments that are designed 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
to function both on land and under water. They also have
been known to entrust special magically enchanced breathing Skills Perception +2
apparatuses on their most trusted non-Zora allies. These can Damage Vulnerabilities lightning
take the form of enchanted Zora scales worn around the Senses passive Perception 10
neck, and more rare Zora tunics and armor that can grant the Languages Common, Zora
wearer abilities nearly identical to the Zora themslves. Challenge 1/8 (25 XP)
Zora Warriors. Zoras will not hesitate to take up arms in
defense of their homes or to fight for an ally of their royal Amphibious. The Zora can breath air and water.
family. Zoras pefer to fight with martial weapons like spears
and lances, but there are also Zora sorcerers. River Zoras Actions
tend to rely on magical attacks more than other Zora groups,
and most peculiarly, have been known to throw fireballs at Fins. Melee Weapon Attack: +2 to hit, reach 5ft., one
their enemis on land. Most Zora spellcasters rely on target. Hit: 10 (3d6) slashing damage.
consistently water-based attacks and can create huge waves
to wash away aggressive armies. They are also imbued with
certain electrically conductive abilities which can be
particularly damaging to other aquative life forms.

65
Zora Sorcerer
Medium humanoid, lawful neutral

Armor Class 12 (natural armor)


Hit Points 13 (2d8 + 4)
Speed 25 ft., swim 50 ft.

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 14 (+2) 18 (+4) 19 (+4) 10 (+0)

Damage Vulnerabilities lightning


Senses passive Perception 14
Languages Common, Zora
Challenge 1 (300 XP)

Amphibious. The Zora can breath air and water.

Actions
Fins. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit: 13 (2d8 +4) slashing damage.
Fire Ball (River Zora only, above water only). Ranged
Spell Attack: +3 to hit, reach 150 ft., one target.Hit:
14 (4d6) fire damage. If the target is a flammable
object that isn't being worn or carried, it also
catches fire.
Lightning Bolt (4/day). Ranged Spell Attack: +2 to hit,
range 100 ft., all targets in line.Hit: If targets are on
Zora Warrior land, each creature in the line must make a DC 14
Medium humanoid, lawful good Dexterity saving throw, taking 21 (6d6) lightning
damage on a failed save or half as much damage on a
Armor Class 15 (half plate) successful one. If used in water, no saving throw is
Hit Points 45 (7d8 + 14) made and each target takes 42 (12d6) lightning
Speed 25 ft., swim 45 ft. damage instead.
Wave of Water (2/day). Ranged Spell Attack: +10 to
STR DEX CON INT WIS CHA hit, range 200 ft., all targets inline withine range.
Hit: A wall of water with dimensions up to 20 ft. by
18 (+4) 10 (+0) 15 (+2) 10 (+0) 10 (+0) 10 (+0) 60 ft. appears and washes as far forwards as the Zora
chooses. Each creature within its area must make a
Skills Perception +2 DC 14 Strength saving throw, taking 22 (4d10)
Damage Vulnerabilities lightning bludgeoning damage on a failed save, or half as
Senses passive Perception 10 much damage on a successful save.
Languages Common, Zora
Challenge 2 (450 XP)

Amphibious. The Zora can breath air and water.

Actions
Multiattack. The Zora makes three attacks: two with
its fins and one with its harpoon.
Fins. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit: 13 (2d8 +4) slashing damage.
Harpoon. Melee or Ranged Weapon Attack: +6 to hit,
reach 10 ft. or range 20/60 ft., one target.Hit: 15
(2d10 +4) piercing damage. If the target is a Huge or
smaller creature, it must succeed on a Strength
contest against the Zora or be pulled up to 20 feet
towards the Zora.

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