By /u/gowronatemybaby7 on Reddit

Acknowledgements

I have to attribute a lot of this work to the two Zelda Wikis:

http://zeldawiki.org/Main_Page

and

http://zelda.wikia.com/wiki/Zeldapedia

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

Despite their large wings, Aeralfos spend most of their time on the ground. They will take flight for brief periods, but almost always in order to attack an enemy. The Aeralfos is intelligent and capable of understanding language. In addition to its native Saurian tongue, it also makes guttural 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.

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.


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Aeralfos

Medium winged humanoid (saurian), chaotic evil


  • Armor Class 14 (natural armor, buckler)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., fly 20 ft.

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

Medium undead, unaligned


  • Armor Class 15
  • Hit Points 9 (2d8 + 0)
  • Speed Up to 60 ft. (Mimicking another creature)

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 10 (+1) 2 (-4) 14 (+2) 1 (-5)

  • Condition Immunities all
  • Damage Immunities all, except fire
  • Senses darkvision 60 ft., passive Perception 12
  • Languages None
  • Challenge 2 (450 XP)

Magical Resistance. The Anubis has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: -2 to hit, reach 5ft., one target. Hit: 8 (2d12 - 4) piercing damage.

Fire Breath (Recharge 3). The Anubis exhales fire in a 5-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one.

Armos

The Armos is a peculiar creature. It appears as though it is a small stone statue (about 4 and a half feet tall) of a generic demonic form, holding a short sword and shield. While in this form, it remains immobile and is immune to magical detection of life. It will however emit a strong magical field around it and can be identified as such.

While in its statue form, the Armos will show no signs of life until a creature or object makes physical contact with it. 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.

Most adventurers report finding Armoses surrounded by actual statues that share their same appearance. It is unkown whether the Armos itself somehow creates these replicas as a form of camouflage, or if they were constructed by another entity as a trap for the unwary.


Armos

Small construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 14 (4d6)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 1 (-5)

  • Damage Immunities all non-magical damage (except for the crystal on its back)
  • Condition Immunities all
  • Senses passive Perception 11
  • Languages None
  • Challenge 3 (700 XP)

False Appearance. While the Armos remains motionless, it is indistinguishable from a normal statue.

Immutable Form. The Armos is immune to any spell or effect that would alter its form.

Actions

Sword. Melee Weapon Attack: + 2 to hit, reach 5ft., one target. Hit: 3 (1d6) slashing damage.

Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6) piercing damage.

Explosion. Magical Attack: If its crystal is broken, the Armos will move towrads its opponent and explode creating a 25 ft. square of fire. 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.

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Beamos


Beamos

Medium construct, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 30 (6d8)
  • Speed Immobile.

STR DEX CON INT WIS CHA
1 (-4) 10 (+0) 10 (+0) 2 (-4) 20 (+5) 1 (-5)

  • Condition Immunities all
  • Damage Immunities all non-magical damage (except its eye)
  • Senses passive Perception 15
  • Languages None
  • Challenge 3 (700 XP)

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.

The Beamos activates whenever any living creature enters 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. Bokoblins can win battles against powerful opponents by using those numbers to overwhelm them. Nevertheless, they will suffer severe casualitis from any conflict with a dangerous foe.

Clever Traps. While they certainly do not excel in a fight, 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 builders are often recruited to design and implement the construction of strongholds for other, larger creatures. As they live in the wilds of Hyrule, their traps will often be comprised of falling rocks, or spike pits, as opposed to any sort of magical engineering.

Mercenary Morals While Bokoblins are fairly strong-willed, their avarice for gold and treasure trumps their own cowardly sense of self-preservation. As such, they are a favored foot soldier for those with large sums of coin with which to pay them.

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4

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
12 (+1) 12 (+1) 8 (-1) 17 (+3) 15 (+2) 11 (+0)

  • Senses passive Perception 12
  • Languages Common, Blin
  • Challenge 1/8 (25 XP)

Pack Tactics. The Bokoblin has advantage on an attack roll against a creature if at least one of the Bokoblin's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d4 + 1) slashing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d4 +1) piercing damage.


Bokoblin (Boss)

Small humanoid (blinoid), chaotic neutral


  • Armor Class 15 (leather armor, wooden shield)
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 17 (+3) 15 (+2) 11 (+0)

  • Senses passive Perception 12
  • Languages Common, Blin
  • Challenge 1/4 (50 XP)

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage.


Bombchu

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 it grinds up in its gullet.

Though unassuming, Bomchus are embued with a special magical field that allows them to emit an powerful explosion of force when they come into contact with anything they perceive to be a threat. This magical eruption leaves the Bombchu severely weakend, almost appearing to be dead, for several hours. They also have the ability to adhere to almost any surface, allowing them to easily scale walls and cling to ceilings.

Bombchus are often sought after by traders and adventurers who, with the appropriate coaxing, can potentially tame the creatures and use them as demolition tools. Capturing Bombchus in the wild however obviously has its risks.


Bombchu

Tiny beast, unaligned


  • Armor Class 17
  • Hit Points 1(1d4 - 1)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
1 (-5) 24 (+7) 8 (-1) 6 (-2) 18 (+4) 10 (+0)

  • Senses passive Perception 14
  • Languages None
  • Challenge 1/4 (50 XP)

Spider Climb. The Bombchu can adhere to difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

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.

Bubbles

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 into contact with.


Bubble

Small undead, chaotic evil


  • Armor Class 13
  • Hit Points 15 (6d6 - 6)
  • Speed 10 ft., fly 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 8 (-1) 4 (-3) 2 (-4) 2 (-4)

  • Damage Immunities (Green Bubble only) slashing, bludgeoning, fire
  • Senses passive Perception 6
  • Languages Undercommon
  • Challenge 1/2 (150 XP)

Flame Body (Red Bubble only). Deals 7 (2d6) fire damage to anyone who makes contact with the Bubble.

Constitution Damage (Blue Bubble only.). Deals 2 (1d4) Constitution damage to anyone who makes contact with the Bubble.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bubble Colors
Flame Color Effect
Red 7 (2d6) fire damage
Blue 2 (1d4) Constitution damage
Green Damage immunities

Bublins

Bublins are small, evil humanoid creatures that live in caves, 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 clans. A Bublin clan typically consists of a small handful of family groups and rarely exceeds a few dozen individuals. This is due to their extreme paranoia and fear of others, which superceeds any instinct to find strength in numbers.

This fear of other creatures leads Bublins to be extremely 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 Bublin does come upon a creature it can kill, it will inevitably do so, immediately setting upon its prey to eat it. They are renowned for their cruelty in this regard.

Defensive Structures. Bublin clans have been known to construct fairly elaborate structures with which to defend their territory. These typically consist of simple palisade walls and archery towers, however many independent wooden towers can be found around the wilds of Hyrule. Bublins will also take up residence in abandoned structures built by other creatures, but they will inevitably adorn them with their characteristic ramshackle wooden architecture.

Skilled Riders. Despite their general mistrust and hatred for all other forms of life, Bublins have a symbiotic and compassionate relationship with Bulbos. Bulbos are medium sized pig-like creatures that Bublin's will

often keep as pets and beasts of burden.
Though Bulbos are just as aggressive
towards other creatures as the
Bublins themselves, they
remain docile around their
Bublin masters.

Leaders and Followers.

Bublin family groups or clans
are ruled by the strongest and
smartest among the group. As
average Bublin intelligence is
extremely low, the "smartest"
among the group is usually
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.

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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 en mass to form armies of alarming size. Most Bublins will quickly pledge their allegience to one who asserts dominance over their natural bosses.


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.

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6 + 0) bludgeoning damage.

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


Bulbo (Bublin Mount)

Medium beast, neutral evil


  • 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.

alternate text

Bublin Bosses. Bublin bosses manifest decidely different pyschological characteristics from their grunt counterparts. In addition to the usual Bublin cruelty and xenophobia, Bublin bosses will also fiercly defend their status as masters of their clan. This can result in these clan leaders maintaining a persistent grudge against any enemy who has challenged its authority. They will mericilessly pursue this rival, often 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.

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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

Chilfos carry large spears that they can use either in brutal 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 are relatively agile, and can move quickly while in combat. Due to their icy nature, Chilfos are extremely susceptible to fire damage. The Chilfos' most dangerous attribute is its ability to create a frigid wall of ice. This can be used as a method of retreat, blocking aggressors from attacking, or as an offensive maneuver, as the extreme cold of the wall can be dangerous.

Chilfos will generally keep to themselves unless provoked, however once they have engaged with a perceived threat, they will attack mercilessly until the creature is destroyed. Chilfos also have the ability to generate new ice weapons if they have thrown their spears at an enemy.



Chilfos

Large construct, lawful neutral


  • Armor Class 17 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 15 (+2)

  • Damage Resistances piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, poison
  • Damage Vulnerabilities fire
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darvision 120 ft., passive perception 12
  • Languages Telepathy
  • Challenge 7 (2,900 XP)

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Chilfos (continued)

Actions

Ice Spear. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) cold damage.

Ice Javelin. Ranged Weapon Attack: +7 to hit, reach 60/120 ft., one target. Hit: 14 (2d8 +4) piercing damage plus 9 (2d8) cold damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wall of Ice (2/day). The Chilfos magically forms an opaque wall of ice on a solid surface it can see within 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 side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 15 Dexterity saving throw, taking 25 (7d6) cold damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute or until the Chilfos is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 15 hit 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 frigid air in the space the wall occupied.

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 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

ChuChus


ChuChus are gelatinous lifeforms with limited mobility and even more limited ambitions. They subsist almost entirely on whatever organisms happen to stray into contact with their bodies, and can go upwards of several months without taking in any nourishment at all. They come in a variety of colors, each of which provides its own protection against any creatures that might wish to do them harm. When provoked, they are capable of short hops towards an enemy. Upon death, a ChuChu's bodily plasma begins to lose its cohesion, and can be harvested and refined into a variety of potions with effects that also correspond to the creature's color.

ChuChu Colors and Effects
Color Damage Potion Effect
Red None Restores 2d4 + 2 hp
Green None Restores one level 1 spell slot
Blue Electric Both Red and Green effects
Yellow Electric Can be used to make oil
Purple Poison User must make a DC 18 Constitution saving throw or take 2d6 poison damage or gain 4d4 +4 hp on a successful save

ChuChu

Small ooze, unaligned


  • Armor Class 11
  • Hit Points 10 (4d6 - 4)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 8 (-1) 1 (-5) 2 (-4) 7 (-2)

  • Senses passive Perception 6
  • Languages None
  • Challenge 1/8 (25 XP)

Yellow ChuChus Upon physical contact with a yellow ChuChu, any lifeform will take 9 (2d8) electric damage. They can however, be damaged as normal by ranged attacks.

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 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.

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Cucco

The Cucco, native to Hyrule is a deceptively helpless fowl. Though they can be easily caught, killed, and eaten, there is a secret danger in molesting one of these feathered fiends. If a Cucco is wounded but not killed, it has the ability to summon a small horde of allies to help protect it from whatever predator has foolishly engaged it. This horde is incredibly dangerous and has been responsible for many deaths of Hyrule's indigent citizens who mistake this creature for a common chicken. Cuccos also posess surprising abilities of limited flight, and can support weight up to 200 lbs for the duration of a short glide.

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.


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 whatever damaged it. On each subsequent round, 1d8+2 more Cuccos appear and attack. This effect ends when the Cucco's target dies or can no longer be seen by the orignal Cucco. The summoned Cuccos cannot summon more Cuccos. A player must succeed on a DC 18 Wisdom check to determine which Cucco in the horde is the original.

Actions

Peck. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 1 piercing damage.

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<img src="http://i.imgur.com/fAS8g6u.png?1" style='position:absolute;top:160px;left:80px;width:300px'style="padding-bottom:0.5em;" />

Heavy Darknuts In addition to the rare, more humanoid Darknut, there is also a more stocky and cumbersome variety often found in small groups. These top-heavy Darknuts work in packs to overwhelm their enemies, but they are only somewhat less deadly individually than their more evenly proportioned counterparts. These seem to be slightly less 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, they wear chain mail with regal adornments and a crown that protects their face. The lightly armored Darknut boasts a wider range of special combat abilities, though it is naturally more susceptible to damage. In addition to their greater movement over land, the unarmored Darknut as the ability to easily parry attacks and reposte with deadly accuracy.


Darknut (Unarmored)

Medium humanoid, chaotic evil


  • Armor Class 17 (studded leather)
  • Hit Points 153 (18d8 + 72)
  • Speed 50ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 14 (+2) 10 (+0) 16 (+3)

  • Saving Throws Dex +8, Wis +3, Cha +6
  • Condition Immunities exhaustion, frightened
  • Damage Immunities necrotic, poison
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Abyssal, Common
  • Challenge 8 (3,900 XP)

Arcane Command Darknuts also have the ability to magically compell other creatures to do their bidding. Their abilities are ineffective towards controlling beings with high intelligence, however it allows them to compel even a clan of Bublins into their service as foot soldiers. This ability is granted to them by the same dark forces that give them their physical strength and stamina.


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 four estoc attacks.

Estoc. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Reactions

Parry. The Darknut adds 6 to its AC against one melee attack that would hit it. To do so, the Darknut must see the attacker, and be wielding a melee weapon.

10

11


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.

12


Darknut (Heavy)

Medium humanoid, chaotic evil


  • Armor Class 18 (plate)
  • Hit Points 53 (7d8 + 21)
  • Speed 25 ft.

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

  • Condition Immunities frightened
  • Senses passive Perception 10
  • Languages Abyssal, Common
  • Challenge 3 (800 XP)

Actions

Greatsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d10 + 3) slashing damage.


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.


Golden Darknut

Medium humanoid, chaotic evil


  • Armor Class 20 (plate, shield)
  • Hit Points 60 (7d8 + 28)
  • Speed 25 ft.

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

  • Condition Immunities frightened
  • Senses passive Perception 10
  • Languages Abyssal, Common
  • Challenge 4 (1,100 XP)

Actions

Greatsword. Melee Weapon Attack: +6 to hit, reach 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.

13

Dead Hand

The Dead Hand is one of Hyrule's most vile and hideous creatures. They dwell solely in the deepest and most evil infested parts of Hyrule's underworld. They emerge

naturally in places that have been bathed in

blood and death. Some say that they

remain in those dark places so as

to remind anyone who strays

into them of Hyrule's dark past.

Vile Arms The Dead Hand

slumbers beneath dirt ground,

laying in wait for its prey. Its

stalk-like arms protrude above

the surface of the ground, their

fingers outstretched, waiting to

grab hold of anything that

strays near enough to them.

Once the hands have gripped

tightly around its prey, the Dead

Hand's main body will explode

out of the ground and begin to

waddle towards whatever it

has ensnared.

When the body draws close

to its victim, the Dead Hand's

decrepit head will lower slowly,

opening its fetid maw to tear

viciously at the flesh of its prey.

It is unclear how many arms

a Dead Hand naturally has, as

adventurers have reported seeing

them with as few as four, and as

many as sixteen. Regardless,

the vile arms of the Dead Hand
act in conjunction with


Dead Hand

Large monstrosity, chaotic evil


  • Armor Class 13
  • Hit Points 112 (15d10 + 30)
  • Speed 10 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+1) 14 (+2) 4 (-3) 15 (+3) 6 (-2)

  • Damage Immunities bludgeoning
  • Senses tremorsense 60 ft. passive Perception 13
  • Languages Abyssal
  • Challenge 4 (1,100 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) piercing damage and 10 (4d4) poison damage.

Reactions

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.

the main body of the body of the dead hand to hunt.

Movements and Immunities The Dead Hand moves unpredictably. When one of its arms catches another creature, it will emerge from the ground in a random location

within 20 feet of the ensnaring hand,

then begin to move slowly in for

the kill.

It is uknown exactly what the Dead Hand's body is made of. Its

blood is green, however

its skin is mottled with

brown, purple, and

red swathes of

pigmentation.

Some believe this to

be the blood of its

former victims.

Regardless, its

bloated body is

immune to

bludgeoning

damage.

The Dead Hand's arms will not let go of their

prey unless damaged. If they take damage, but are not

killed, they will

release whatever they are holding and

disappear into the

ground, where they will regenerate until fully healed.


Dead Hand (arms)

Small horror, chaotic neutral


  • Armor Class 8
  • Hit Points 27 (6d8)
  • Speed Immobile

STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 10 (+0) 1 (-5) 1 (-5) 1 (-5)

  • Senses passive Perception 5
  • Languages None
  • Challenge 1/4 (50 XP)

Actions

Grab. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d4 +5) bludgeoning damage. On a hit, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the hand can't grab another target.

14

Deku Baba

Deku Babas are voracious carnivorous flora, commonly found throughout the woods of Hyrule and adjacent realms. They rest, burrowed in the ground and surrounded by foliage, making them appear to be common plants. The trained eye however can identify them based on their decrepit leaves and 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 day, until any creature they see fit to prey upon strays within its range. At this point they will burst from their hiding places in the ground and furiously snap at whatever they decided would make a good meal. Upon ingestion, the Deku Baba will emulsify and then decompose its food using strong acid, digesting whatever its swallowed and harvesting nutrients from it. Deku Babas have been known to spit this acid at their prey.

When the Baba's stalk becomes damaged, or if the head is entirely separated from its roots, a Deku Baba has the ability to wriggle along the ground and make a final assault on its enemies. The Baba will almost certainly die shortly after it becomes separated from its roots, but some have been known to writhe around for up to an hour before death.



Deku Baba

Small plant, unaligned


  • Armor Class 9
  • Hit Points 13 (3d6 +3)
  • Speed 10 ft. (When separated from its stalk.)

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 5 (-3) 1 (-5) 9 (-1)

  • Damage Vulnerabilities fire
  • Senses passive Perception 5
  • Languages none
  • Challenge 1/8 (25 XP)

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4 +1) piercing damage plus 3 (1d4 +1) acid damage.

Spit Acid. Ranged Weapon Attack: +4 to hit, range 20/40 ft. Hit: 6 (1d6 + 2) acid damaage.

15

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 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 become aggressive, mad Dekus.

Deku Society Dekus organize themselves into a strict hierarchical caste system with a royal family rueling over all of the Dekus in their kingdom. They are protective of Deku traditions and customs and will typically shun outsiders and bar their entry into their kingdoms. A Deku monarchy is absolute, and they will be surrounded by family, advisors, and guards.

Other Deku classes are the artisans and craftscrubs. The latter are known for crafting fine and intricate wooden artifacts and architecture. These constructs are decorated with Deku patterns and art. Dekus have an extensive musical tradition that includes both woodwind and percussion instruments. Dekus also have a merchant class, who typically vary physically somewhat from the average scrub, and make regular inroads with Hylian travelers and traders.

Deku Defense Though physically diminutive, Dekus have 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 also store a plethora of seed pods in a special organ inside their gullet and propel them through the air at great speeds. Dekus have been known to take up arms against invaders as well and can make use of simple weapons like shortswords, spears, and javelins.

Communing With Nature Dekus are sentient plants and

as such have a deep connection to the woods. They

can understand and communicate with many

forms of wild animal life and have some

magical abilities, born out of their

woodland lifestyle. One of the unique powers granted to them from their attunement to magic is

the ability to create a sphere of their own saliva

and shoot it at enemies. This can stun smaller

creatures and confuse predators that might be

flying around a frightened Deku.

A "Business Deku."


A traditional Deku wind instrument.

Clever Travelers Dekus are typically very light weight, and as such are granted some special abilities when it comes to movement and travel. They can bounce on the surface of water for a short time, allowing them to pass over watery areas with ease.

They also have the ability to fly over short distances with the aid of specialized launchers that they can construct rapidly in the ground. Once shot into the air, a Deku can deploy a small flower-like propeller that they hold over their heads allowing them to glide through the air. Some Dekus merchants, with a deep connection to woodland magic can use these propellers to travel great distanes. Dekus can also drop seeds like bombs when flying over a target.

Druidic Shamans There are a select few Dekus who have attained a fairly sophisticated level of mastery when it comes to magic and spellcasting. Dekus are adherent to the Druidic arts and draw their power from nature and its energies. Only a small group of special shaman Dekus have these abilities.


Deku Scrub

Small plant, neutral good


  • Armor Class 13 (natural armor)
  • Hit Points 7 (2d6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 13 (+1) 10 (+0) 8 (-1)

  • Skills Nature +3
  • Damage Vulnerabilities fire
  • Damage Resistences piercing
  • Senses passive Perception 10
  • Languages Common, Deku
  • Challenge 1/4 (50 XP)

16


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.


Deku Shaman

Small plant, neutral good


  • Armor Class 10 (natural armor)
  • Hit Points 26 (4d6 + 3)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 9 (-1) 16 (+3) 11 (+0) 16 (+3) 10 (+0)

  • Skills Medicine +5, Nature +2, Perception +5
  • Senses passive Perception 13
  • Languages Common, Deku
  • Challenge 1/8 (25 XP)

A Deku royal family with servants.


A Deku Scrub and a Mad Deku Scrub.


Spellcasting. The Deku Shaman is a 4th-level spellcaster. Its spellcasting ability is Wisdom (Spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, shillelagh

1st level (3 slots): entangle, longstrider, speak with animals

2nd level (3 slots): animal messenger, barkskin

Actions

Spin. Melee Weapon Attack: -2 to hit, reach 5ft., all creatures within range. Hit: 1 bludgeoning damage.

17


Dinolfos

Medium humanoid (saurian), chaotic neutral


  • Armor Class 18 (natural armor, half plate)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 12 (+1) 8 (-1) 7 (-2)

  • Senses passive Perception 9
  • Languages Common, Saurian
  • Challenge 2 (450 XP)

Actions

Multiattack. The Dinolfos makes one longsword attack and one gauntlet attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Gauntlet. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 8 (2d6 + 1) piercing damage.

Fire Breath (3/day). The Dinolfos exhales fire in a 10-foot cone. 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.


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 are extremely aggressive predators and will not hesitate to hurl themselves at their prey with animal ferocity. They have sharp claws and teeth, heavy tails, and they can shoot streams of fire that can melt rock.

Dodongos are ruled by an alpha male which grows 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 legs, in contrast to its two-legged counterparts.

Dodongos are worshipped and respected by the Gorons. In particular, the King Dodongo is seen as an almost mythical creature. They also use their hides to make bags, and even clothing that are resistant to fire and heat.

Baby Dodongos In stark contrast to their mature bretheren, infant Dodongos are generally helpless. They are protected by their large litters, and speed, though they have no limbs. Additionally, when killed, baby Dodongos explode in an effort to prevent further attacks on their siblings.


Dodongo (Baby)

Tiny beast, unaligned


  • Armor Class 7
  • Hit Points 5 (1d4 + 2)
  • Speed 45 ft.

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.

18


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.

Swift Tail Spin. Melee Weapon Attack: +0 to hit, reach 5ft., all targets in range. Hit: 5 (2d6 -2) bludgeoning damage.

Fire Breath (Recharge 5-6). The Dodongo exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 25 (5d8 + 2) fire damage on a failed save, or half as much damage on a successful one.


Eyegore

The Eyegore is a magical construct. They are found only in Hyrule's most ancient dungeons and were used as sentries to protect holy sites and magical artifacts and relics. They are closely related to the Beamos and many of the same charms were used to animate the Eyegore as its staionary counterpart.


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.

19

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

magic items can conjure creatures similar to the
Flare Dancer. The same enchantments and
evocations that the central organism uses to create its
body can be used by skilled sorcerors. Nevertheless, it is the
spherical life form at the Flare Dancer's body is in complete
control of its actions when engulfed in flame.

Elemental Nature. A Flare Dancer doesn't require, food, drink, or sleep. Its firey body however does require oxygen with which to burn. If separated from this source of combustion, the Flare Dancer will become inert once more. Water may also cause this same effect. The world around the Flare Dancer responds to its presence the same as it would to any source of flame. Combustable objects or environments will catch fire when exposed to the Flare Dancer's heated form.


Flare Dancer

Medium elemental, neutral


  • Armor Class 18 (9 for the Core)
  • Hit Points 44 (8d8 + 8)
  • Speed 50ft.

STR DEX CON INT WIS CHA
10 (+0) 26 (+8) 12 (+1) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 3 (800 XP)


Fire Form. The Flare Dancer can move through a space as narrow as 2 feet wide without squeezing. A creature that touches the Flare Dancer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the Flare Dancer can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damge at the start of each of its turns.

Illumination. The Flare Dancer sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the Flare Dancer 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. When hit, the Flare Dancer must make a Constitution check (DC 11 + the opposing creature's Strength modifier) or be knocked out of its flame body. The Flare Dancer may not ignite itself again for 1 combat round.

Explosion When the Flare Dancer's central node is struck (while not ignited) it emits a 15 ft. spherical explosion of explosive force. Each creature in that area must make a DC 15 saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.

Actions

Touch. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 14 (4d6) piercing damage plus 5 (1d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

20

Freezard

The Freezard has similar elemental properties to the Flare Dancer. However, it is a much less elegant creature. Rather, a Freezard appears to be a large mass of ice. Though it does not "dance" like its firey kin, it does move about with a sort of grace. While the Flare Dancer's movement resembles the 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 moves and leaves a trail of cold air behind it. Some Freezards choose to remain immoble, but all of these creatures possess the ability to shoot a blast of freezing magic from their icy maw that can trap unsuspecting enemies in a block of ice.

Though they are somewhat intimidating, and certainly dangerous, the Freezard is a relatively weak creature. It's frail body is indeed made of ice, and as such, they are extremely susceptible to flames. A Freezard has the ability to function however even if much of its body has been chipped away. Similarly, if melted completely, the Freezard has the ability to slowly reassemble itself if it remains in a suitable environment for its reconstitution.

Garo

The Garo are an ancient race of humanoids found in the Ikana region in the East of Termina. They are clothed in brown robes with green eyes that glow out from under their hoods. They are an ancient race and are masters of a form of stealth combat. Though found in Ikana, legend has it that 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 Ikana have in fact died, eons ago, and what remains are merely empty shells that inhabit their robes. This evidence includes the fact that Garos have the ability to turn themselves completely invisible when motionless, leading many residents of Termina to regard them as ghosts.

They also seem to have some affinity for fire magic, and when engaged in combat with an enemey, have been known to generate a ring of flame around them that prevents escape from the battle.

Garo Masters The Garo seem to have a strict hierarchical system of command, with a Garo Master acting as their leader.



Freezard

Small elemental, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 21 (6d6)
  • Speed 40ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 11 (+0) 7 (-2) 10 (+0) 12 (+1)

  • Damage Vulnerabilities bludgeoning, fire
  • Damage Immunities cold, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages none
  • Challenge 1/2 (100 XP)

False Appearance. While the Freezard remains motionless, it is indistinguishable from an ordinary 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) cold damage.

Frost Breath. The Freezard exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 14 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.

The Garo Master resembles normal Garo, except its robes are a shade of regal purple, and it wears a golden helmet on its head instead of a hood. It displays a similar affinity for fire, and carries with it two flaming swords. They are faster and more powerful than common Garo. They are also exceptionally rare.

It has been reported that some wary and ancient Garos have appeared to confuse travelers for their masters. They can be tricked into sharing valuable information about the surrounding area with those beings to which they demonstrate their allegience. If the Garo recongizes that it is indeed not speaking with its master, it will attack.

21

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
11 (+0) 18 (+4) 12 (+1) 11 (+0) 13 +1) 11 (+0)

  • Skills Acrobatics +6, Perception +3, Stealth +6, Survival +3
  • Senses passive Perception 11
  • Languages Common, Ikana, Garo
  • Challenge 2 (450 XP)

Flame Barrier Upon entering combat, the Garo may magically erect a flaming barrier around it and its opponent. Whenever a creature finishes moving through the barrier on a turn, willingly or otherwise, the creature must make a DC 13 Constitution saving throw, taking 11 (3d6) fire damage on a failed save, or half as much damage on a successful one. The fire dissipates when the Garo is incapacitated or dies.

Keen Hearing and Sight. Garos have avantage on Wisdom (Perception) checks that rely on hearing or sight.

Sneak Attack Once per turn, the Garo deals an extra 7 (2d6) damage when it 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 Garo that isn't incapacitatded and the Garo doesn't have disadvantage on the attack roll.

Actions

Multiattack The Garo makes two schimitar attacks.

Schimitar. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Lunging Attack: +10 to hit, reach 15 ft,. one target. Hit: 8 (1d6 +4) piercing damage. If the target is hit by the lunging attack, it may make a Dexterity saving throw (DC 18). If successful, the Garo deals no damage, and the target may make an attack on the Garo.



Garo Master

Medium humanoid, lawful evil


  • Armor Class 16 (leather armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 15 (+2) 12 (+1) 14 +2) 11 (+0)

  • Skills Acrobatics +7, Perception +4, Stealth +7, Survival +4
  • Senses passive Perception 12
  • Languages Common, Ikana, Garo
  • Challenge 4 (1,100 XP)

Flame Barrier Upon entering combat, the Garo may magically erect a flaming barrier around it and its opponent. Whenever a creature finishes moving through the barrier on a turn, willingly or otherwise, the creature must make a DC 13 Constitution saving throw, taking 11 (3d6) fire damage on a failed save, or half as much damage on a successful one. The fire dissipates when the Garo is incapacitated or dies.

Sneak Attack Once per turn, the Garo deals an extra 7 (2d6) damage when it 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 Garo that isn't incapacitatded and the Garo doesn't have disadvantage on the attack roll.

Actions

Multiattack The Garo makes two flaming schimitar attacks.

Flaming Schimitar. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage and 10 (3d6) fire damage.

22

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 this claim with a special card identifying them as being honorary members of Gerudo society. This is apparently obtained through ritualistic combat, by which the foreign male might prove their worth. Indeed however, the majority of these claims of Gerudo membership are likely false.

Gerudo Spirituality. The Gerudo have a deep and rich spiritual life. In addition to their regular worship of Din, Nayru, and Farore, they also display a strong connection to the Goddess of the Sand. Some theologians believe that the Goddess of the Sand is in fact Din herself, reincarnated. This is evidenced by the Hylian legend that indicates that Din created the land of the world, as well as the fact that Din's piece of the legendary Triforce is the Triforce of Power, which was possessed by the Great King Ganondorf.

Gerudo Architecture. The Gerudo have proved themselves as competent architects and masterful builders. Their desert kingdom is constructed of flat, square, stone buildings, emerging from the rockface of the natural desert landscape. Gerudo inventors are also quite advanced, and the Gerudo of Termina have developed complex techincal wonders including motorized ships, and water pumping techonlogies.

Pirates and Thieves. The Gerudo have a reputation throughout Hyrule as being thieves, and those in Termina are 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.


Indeed, there are those members of Gerudo society who will actively seek out the attainment of loot from travelers and merchants alike. Typically, these raids are reserved for those who trespass into Gerudo territory, and the governing Gerudo view these attacks and a justified response to aggressive and disrespectful invasion of their lands.

Skilled Warriors. The Gerudo practice a unique and graceful form of combat. They are known to use schimitars as well as large, curved glaives. Gerudo warriors will spin and jump throughout combat in an attempt to confound and frighten their opponents. Their acrobatic styles are similar to the Garo, implying that they may be derived from a common style. They have also been known to employ similar stealth techniques to the Sheikah, another of Hyrule's humanoid races. As the Sheikah also seem to be dominated by women, it is likely that the two groups had a common ancestry, however this connection would have been eons ago.

Gerudo Witches. Some aged Gerudo have also been known to take up witchcraft. They are skilled in the dark arts and use offensive magic (like fire and ice attacks) as well as hexes, charms, and enchantments. They are also fabled alchemists, and are renowned for their potion making abilities. In fact, the Gerudo witches of Termina's great swamp are sought from great distances for their coveted brews.

The symbol of the Gerudo.

23


Gerudo Warrior

Medium humanoid, chaotic neutral


  • Armor Class 17
  • Hit Points 66 (12d8 +12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 24 (+7) 13 (+1) 13 (+1) 11 (+0) 13 (+1)

  • Saving Throws Dex +10, Int +4
  • Skills Acrobatics +10, Deception +4, Perception +3, Stealth +10
  • Senses passive Perception 10
  • Languages Common, Gerudo
  • Challenge 5 (1,800 XP)

Cunning Action. On each of her turns, the Gerudo can use a bonus action to take the Dash, Disengage, 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.



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
  • Challenge 2 (450 XP)

Cunning Action. On each of her turns, the Gerudo can use a bonus action to take the Dash, Disengage, or Hide action.

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 6 (1d6 +2) 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

Glaive. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 7 (1d10 + 1) slashing damage.

24

Gibdo

Gibdos are flesh eating, mumified corpses of Hylian warriors who have been corrupted by evil, dark magic. They are not found in all graveyards or crypts, but only those which have been perverted by evil. While most Gibdos are mindless beasts that will attack anything that strays into their tombs, there are some which display a modicum of sentience. They can be deceived by disguises and will not attack someone 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 a Gibdo's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.

Gibdo Attacks. Gibdos are generally armed with the martial weapons with which they were burried. They will wield these with great strength. They also have the ability to petrify their opponents, and paralyze them for a short time by emitting a terrifying scream. Gibdos also curse those they touch. In the days following a Gibdo's touch, a victim's body rots from the outside in, until nothing but dust remains.

Sensitivity to Sun and Fire. Gibdos are generally resistent to most damage. However, they are extremely susceptible to fire and to sunlight. The former can completely burn away a Gibdo's withered, rotting body. The latter however can paralyze them, much the same way that they paralyze their victims with their scream.

Undead Nature. A Gibdo doesn't require air, food, drink, or sleep.



Gibdo

Medium undead, lawful evil


  • Armor Class 11 (armor scraps)
  • Hit Points 58 (9d8 + 18)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)

  • Saving Throws Wis +2
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages the languages it knew in life
  • Challenge 1 (325 XP)

Actions

Multiattack. The Gibdo can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 +3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target 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.

25

Gorons

The Gorons are a large humanoid race found throughout Hyrule's mountainouts and cavernous areas. They subsist almost entirely on a diet of rocks and minerals found in their subterranean environment. Gorons have been known to construct massive underground kingdoms, both inside preexisting cave systems and by way of new construction and tunneling. Despite their hulking appearance, Gorons are a peaceful and spiritual race. When provoked however, they will make use of their great stature to engage an enemy. Many travelers judge Gorons on their appearance and assume that they are unintelligent. However, Gorons have demonstrated advanced industrialization techniques that they use to mine and mould their expansive kingdoms.

They are presumably silicon-based due to a strict diet of rocks and, possibly as a result, they develop rocky growths on their backs as they age. Their apparent immunity to drowning would also stem from this, as the silicate minerals and rocks are extremely common and contain oxygen. However, their enormous density, leaves them unable to float or swim.

The average Goron is a bit smaller than a Hylian when standing fully erect. There are certain Goron warriors however, who consume a strict diet of bomb-flowers (indiginous flora of their natural habitat) that grow to be nearly twice the size of the average Hylian. They possess enough physical strength to shatter large boulders and carve out tunnels using only their fists, without suffering any significant fatigue afterwards. Particularly large Gorons like Dangoro possess even more strength in addition to their size, to the point of managing to create quakes by stomping on the 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.

Goron Culture Gorons generally have a friendly, brotherly culture. They are rarely seen fighting each other unless for entertainment, like in sumo and boxing match. The only scenario in which they appear less than peaceful is in if threatened, in which the Gorons disallow other races from entering the mountains, because of their pride. In Goron culture, people outside of one's bloodline can apparently be considered family, as they have been known to consider Hylian individuals to be their "brothers" and consider them Gorons.

Their culture is 'explosive' despite their affability. An ancient Goron saying claims that manhood can only be reached by "rolling with a bomb flower", as if to roll through the explosion. Much of their architecture and many of their habits revolve around explosions and are almost always closely tied with bombs. They are expert pyrotechnists, having famously re-engineering the common bomb into the Powder Keg - a powerful barrel of dynamite which can take out even the greatest of boulders. Their principle export is explosive materials used to make bombs, as well as bomb bags and clothing that is made of Dodongo skin and is resistent to fire.

Gorons, disguised as Traveling Merchants, are seldom seen, and they have no apparent societal structure or civilization. They are known to deal in valuable items as well as decorative curios. There is also a small Goron archaeological society which makes use of the Goron's natural predilection for digging and excavation. Their large size also makes them ideal contractors for construction projects around Hyrule. They excel at such tasks, particularly when complex stonework and masonry is involved.

26


Common Goron

Medium humanoid, lawful good


  • Armor Class 13 (natural armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 20 ft., roll 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 13 (+1) 12 (+1) 15 (+2)

  • Damage Immunities fire, poison, bludgeoning, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Common, Goron
  • Challenge 1 (300 XP)

Pack Tactics. The Goron has advantage on an attack roll against a creature if at least one of the Goron's allies is within 5 feet of the creature and the ally isn't incapacitated.


False Appearance. While the Goron remains curled up and motionless, it is indistinguishable from an ordinary rock.

Actions

Multiattack The Goron makes two punching attacks.

Punch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 10 (2d6 +3) bludgeoning damage.

Rolling Defense. While the common Goron is not trained in using its rolling as an attack, they can disengage from combat as an action by curling up 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 Disengage action as a bonus action on each of its turns.


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
combat areas. They can also magically imbue
artifacts such as bracelets with
enchantments that increase the strength of
the wearer.

Gorons worship Din above the other three

goddesses of Hyrule. They also have a close and deeply
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
training and domestication, they typically have to be released
upon maturation. The legendary "King Dodongo" is also
revered in Goron society as being a symbol of strength and
overwhelming power.


Goron Shaman

Medium humanoid, lawful good


  • Armor Class 12 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 18 (+4) 18 (+4) 14 (+2)

  • Damage Immunities fire, poison, bludgeoning, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Common, Goron
  • Challenge 3 (900 XP)

Summon Warriors. 2 (1d4) Goron warriors appear around the Shaman. These warriors remain even after the shaman has been killed or incapacitated and have disadvantage on all attack rolls.

Actions

Fireball (4/day). The Shaman casts the spell Fireball as a 3rd level spell, dealing 32 (8d6) damage.

27

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

Medium humanoid, lawful good


  • Armor Class 16 (natural armor, half plate)
  • Hit Points 65 (10d8 + 20)
  • Speed 20 ft., roll 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 15 (+2) 11 (+0) 10 (+0) 13 (+1)

  • Damage Immunities fire, poison, bludgeoning, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Common, Goron
  • Challenge 4 (1,100 XP)

False Appearance. While the Goron remains curled up and motionless, it is indistinguishable from an ordinary rock.

Actions

Punch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 +4) bludgeoning damage.

Explosive Slam (3/day). The Goron Warrior curls up and jumps into the air. It them slams back down with explosive force, creating a 10 ft. spherical explosion of magical force. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Rolling Charge (Recharge 6) Melee Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 27 (6d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Rolling Defense. The Goron Warrior can curl up and disengage from combat by 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 Disengage action as a bonus action on each of its turns.

28

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 diving in for an attack. Guay droppings have a poisonous quality to them, and can drain the stamina of those exposed to them.


Guay

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 4 (1d4 + 1)
  • Speed 10 ft., fly 35 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 3 (-4)

  • Skills Perception +4
  • Senses passive Perception 10
  • Languages none
  • Challenge 0 (10 XP)

Keen Sight. The Guay has advantage on wisdom (Perception) checks that rely on sight.

Actions

Peck. Melee Weapon Attack: -2 to hit, reach 5 ft., one target. Hit: 4 (3d4 - 2) piercing damage.


Helmasaur

The Helmasaur is a rodent-like creature with a large round posterior and a sharp horn on its face. Their most distinctive 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 vulnerability from their backside to the front and head as well. They charge their opponents in battle, in an attempt to knock them over, or to skewer them on their shell's spikes.


Helmasaur

Small beast, unaligned


  • Armor Class 18 (10 without shell)
  • Hit Points 22 (4d6 + 8)
  • Speed 20 ft., 40 ft. while charging

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 2 (-4) 14 (+2) 13 (+2)

  • Damage Immunities fire, poison, bludgeoning, and slashing from nonmagical attacks
  • Senses darkvision, 60 ft., passive Perception 12
  • Languages none
  • Challenge 2 (450 XP)

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.

29

Hiploop

Hiploops are raging insect-like creatures that attack anyone by ramming into them if they pass directly in front of them. Hiploops occasionally wear metal masks, shielding their vulnerable faces; however, their backsides remain vulnerable. This behavior is similar to the Helmasaur. They are regularly found dwelling in the woods of Hyrule, but seem to be more common in the forests of Termina. They are a common enemy to the Deku people, who have devised strategies for defeating them.


Hiploop

Small beast, unaligned


  • Armor Class 14 (10 without mask)
  • Hit Points 5 (1d6 + 2)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 14 (+2) 2 (-4) 11 (+0) 5 (-3)

  • 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.

Removable Masks. When within 5 feet of the Hiploop, a creature may attempt to remove its mask as an action. The mask will be removed on a successful DC 13 Dexterity check, but prompts a biting attack from the Hiploop.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 4 (2d4 -1) piercing damage.

Humans

Several of the races in the realm of Hyrule can be described as being human, or at least humanoid. The Gerudo, the Garo, the Ikana, the Sheikah, and the Hylians can all be grouped under the larger umbrella term of human. They are physically differentiated from the other major races in Hyrule such as the Dekus, Gorons, and Zora. There exists a very small subset of humans who are distinctly identified when compared to Hylians or Gerudo by their rounded ears.

These "round-eared" humans do not claim heritage with 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
Holodrum and Labrynna, and Hytopia, as
well as the Hylian province of Ordona. Some
humans believe that the dependence on magic
of their Hylian counterparts make them rigid
and unadaptable to change. They believe that
if there were ever
any form of
cataclysm in the
world, that they
would grow to
become the
dominant
culture

and race,
as the
pampered
Hylians
would not be
able to adjust
to any
substantial

change to
their
environment.


Human Warrior

Medium humanoid, lawful good


  • Armor Class 12 (leather armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 10 (+0) 13 (+2) 15 (+2)

  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/8 (25 XP)

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Melee Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 +1) piercing damage.

30

Hylians (Hylia)

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
no Terminan Hylians seem to use magic, implying they either
have no need to or are incapable of doing so. Of course it is
possible that they can use magic, however they simply do not
rely on it as much due to their technology.

The parallel world of Lorule is also inhabited by Hylians or their Lorulean equivalent. Like the Hylians of Hyrule and Termina, they have pointy ears as well as psychic and magical abilities, though their eye and hair colors are darker than their Hyrulean counterparts such as is the case of Lorule's Princess Hilda who has dark purple hair and red eyes which differ from Princess Zelda's blonde hair and blue eyes. The Lolians also are known to be darker (though not outright evil) or possess a personality that is the opposite of their Hylian counterpart. the Lorulean Royal Family of the past is said to have be willing to take extreme measures to protect and/or preserve their kingdom, such as destroying their Triforce to end the civil wars it caused, only to bring chaos and ruin to Lorule due to its destruction.

Martial Traditions. The Knights of Hyrule can be traced back to the academy of knights in Skyloft. They are the ancient knights protecting the Royal Family of Hyrule. During the Imprisoning War, most of them were killed. They did however, become prominent again over time. Apparently, only descendants of the Knights of Hyrule can wield the legendary Blade of Evil's Bane, the Master Sword. The armies of Hyrule are highly trained and competent in combat, but due to the Hylian's relatively small population, they have been known to be overwhelmed by larger forces such as bands of blinoids.


Hylian farmers and a child.

Origins in the Clouds. Legend has it that when the homeland of the Hylians was under a massive assault by demonic hoards, they were separated from the Surface for thousands of years by Hylia in an attempt to protect them. Living above the clouds on a separate outcrop of earth, they named the safe haven Skyloft. In the sky, the new society flourished in peace and the majority of the Skyloft populace remained ignorant of the ravaged world below the clouds for centuries. It can be assumed that a portion of Skyloft's population flew down and repopulated the Surface leading to the Hylian establishment of the Kingdom of Hyrule. The Oocca are said to have aided them in their migration from the floating Skyloft to the Surface.

Hylian Spirituality. In addition to regular worship of the three goddesses Din, Farore, and Nayru, Hylians have a special relationship to the goddess Hylia, from whom they derive their name.

Descended from the people who lived among the goddess Hylia long prior to the establishment of Hyrule as a kingdom, they are a magic race who have inherited the blood, powers and abilities of their ancient ancestors. The most famous Hylians are the many heroes and princesses that share the same name as one another, the latter being of blood relation and naming tradition. This ancient period, when the Hylians lived in harmony with Hylia in Skyloft is referred to as "The Era of the Goddess".

Hylians were the first race to establish organized civilization in ancient Hyrule upon the world formerly known 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.

31

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
Realm, the family watching over the temple until it falls into
ruin. They also hold Picori Blade in their possession.

Members of the Royal Family are known to be buried within Hyrule Castle Graveyard and a Royal Tomb located in a graveyard behind Kakariko Village. For many generations, they have been protected by their ancestor's chosen guardians: the mysterious Sheikah tribe. Their crest is newer variation of the Goddess Crest used to represent their ancestor during the age in which she ruled over the Surface located below the floating island of Skyloft. The crest depicts a Loftwing, alone the symbol of Skyloft, and the sacred relic of the Golden Goddesses: the Triforce.

The King of Hyrule recently unified the country during the long and bloody Hyrulean Civil War. The Sheikah, the Zora, and the Goron races have also sworn fealty to the Royal Family. The Zora have formed an alliance with the Royal family, and Darunia of the Gorons considers the Hylian King to be his "sworn brother."


Hylian Commoners. Hylians are a generally unassuming people. They have an understanding of the magical arts but the average Hylian, though sensitive to the presence of magic and magical fields, are incapable of practicing them without training. Rather, most Hylians concern themselves with work that benefits their society as a whole. Common professions include architects and laborers, musicians, dancers and other performance artists, farmers, and merchants. Some Hylians also create and host elaborate games including some using arrows or even bombs.

Hylian Currency. They currency of the Hylian people is called the rupee which they craft out of precious stones mined by the Gorons. Rupees are small, crystalline, geometric gems that come in a variety of colors, each denoting a different value.

Rupee Color and Value
Color Value Color Value
Green 1 Purple 50
Blue 5 Orange 100
Yellow 10 Silver 200
Red 20

32


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) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) piercing damage.

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 has the following spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy 1st level (3 slots): bless, cure wounds, sanctuary



Hylian Captain

Medium humanoid, lawful good


  • Armor Class 20 (plate, shield)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

  • 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.

33

Iron Knuckle

The Iron Knuckle is a fearsome creature

found in the dungeons of Hyrule. They
extremely rare and powerful. Their origins
are unknown, but legends say that the first
Iron Knuckles were the most elite guards
of Hyrule's old kings or priests. This
legend stems from the fact that Iron
Knuckles have been found protecting
the ancient temples of Hyrule. One
thing is certain; Iron Knucles are
possessed of deep and arcane magic
that gives them animated life.

The Iron Knuckle appears to

be a hulking, humanoid creature
wielding massive axes. Their thick
armor makes them extremely difficult
to defeat. Though they move slowly,
their attacks are extremely dangerous
and are often unleashed in a flurry
of flailing swipes, belied by their
generally slow movement.

Mysterious Form. No one is
entirely certain what is contained
within an Iron Knuckle's armor.
Some travelers insist that there
is in fact no occupant of the
the armor, and that indeed, they are
animated solely by dark sorcery. When
damaged, there does appear to be
some humanoid shape beneath their
broken armor, but upon death, the

Iron Knuckle vaporizes into a blue-green flame and vanishes. Others have reported Hylians being abducted by witches and

imprisoned in Iron Knuckle

armor and forced to do

the bidding of their

captors.

Stoic Guardians.

Though they

appear to be

somewhat similar to Darknuts,

Iron Knuckles are distinctly

different from their more agile counterparts. In addition to the extreme mobility of the Darknut in

comparison to the Iron Knuckle, the latter is not

nearly as aggressive.

In fact, an Iron Knuckle will remain perfetly still,

standing guard over its assigned object

or area. They will not make aggressive

movements towards any creature unless provoked, either by being attacked or by that creature tresspassing into an area it

has been tasked with protecting. Once

awakened however, the Iron Knuckle will attack, without mercy or respite, until it is destroyed.



Iron Knuckle

Medium construct, lawful neutral


  • Armor Class 20
  • Hit Points 315 (30d8 + 180)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
25 (+7) 1 (-5) 22 (+6) 9 (-1) 10 (+0) 10 (+0)

  • Damage Immunities cold, poison, psychic
  • Damage Resistances fire, bludgeoning, piercing, and slashing
  • Damage Vulnerablities lightning
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 12 (8,500 XP)

False Appearance. While the Iron Knuckle remains motionless, it is indistinguishable from a normal suit of armor.

Immutable Form. The Iron Knuckle is immune to any spell or effect that would alter its form.

Magic Resistance. The Iron Knuckle has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Iron Knuckle's weapon attacks are magical.

Berserk. Whenever the Iron Knuckle starts its turn with 80 hit points or fewer, roll a d6. On a 6, the Iron Knuckle 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 Knuckle attacks an object, with preference for an object smaller than itself. Once the Iron Knuckle goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Actions

Multiattack. The Iron Knuckle makes three axe attacks. If the taget is a creature, it must make a DC 18 Strength saving throw. If unsuccessful, the target is knocked prone.

Iron Knuckle Greataxe. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 51 (8d10 + 7) slashing damage.

34

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.

They are large enough to carry tiny or small creatures through the air and intelligent enough to be trained to do so for the purposes of transportation. Their impressive size gives them enough heft to be able to knock a rider from their horse.


Kargarok

Small beast, neutral evil


  • Armor Class 13
  • Hit Points 7 (1d6 + 3)
  • Speed 10 ft., fly 45 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 12 (+1) 7 (-2) 8 (-1)

  • Skills Perception +2
  • Senses passive Perception 8
  • Languages none
  • Challenge 1/8 (25 XP)

Keen Sight. The Kargarok has advantage on wisdom (Perception) checks that rely on sight.

Carriers. The Kargarok can carry and transport any small creature or object up to 85 pounds in its talons. If it does, its flying speed is reduced to 20 ft. Any creature may attempt to cause it to drop whatever it's carrying with a ranged attack within range of the Kargarok. The Kargarok's AC is 18 during this attempt.

Actions

Peck. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 6 (3d4 -1) piercing damage.

Divebomb. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 +3) bludgeoning damage. If the target is a creature, it must make a DC 12 Dexterity saving throw. If unsuccessful, the target is knocked prone.


Keese

Keese are a variety of Hylian bat. They are not particularly aggressive unless an enemy strays into their territory. Some Keese seem to have special adaptations to their environment, 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 blue and has a freezing effect on those that touch it. These magical flames seem to grant the Keese little to no defensive advantage, save that it disincentivizes enemies from making physical contact with the Keese.


Keese

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1(1d4 -1)
  • Speed 5ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

  • Damage Immunities fire (Fire Keese only), cold (Ice Keese only)
  • Senses blindsight 60 ft., passive Perception 11
  • Languages none
  • Challenge 1/8 (25 XP)

Echolocation. The Keese can't use its blindsight while deafened.

Keen Hearing. The Keese has advantage on Wisdom (Perception) checks that rely on hearing.

Flame Body. If any creature makes physical contact with a Fire Keese, it takes 7 (2d6) fire damage and if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.

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

35

Kokiri

The Kokiri are a humanoid race native to the woods of Hyrule. They are physically indistinguishable from normal Hylians, sharing their pointed ears and fair skin. Though their hair is straight, it seems to take on hues that conform to the colors of leaves including reds, yellow, and even green in some cases. The defining physical trait of the Kokiri however is that they appear to be children, and remain in this limited stage of development for their entire lives, which are purported to be infinite.

They are timid and kind, and generally hesitant to interact with outsiders. They never leave their small enclave around the Great Deku tree. This is because they fear the outside world, but moreover upon leaving the forest, they will die unless protected by powerful magic. They can also be identified by their traditional green tunics and pointed caps.

Magical Origins. Kokiris are said to be the children of the Great Deku Tree, a large and ancient spirit in the form of a 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.


Fairy Children. In addition to their necessary symbiosis with the Great Deku Tree, the Kokiri's existence apepars to 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
  • Challenge 1/8 (25 XP)

Spellcasting. The Kokiri is a 4th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). They have the following spells prepared:

Cantrips (at will): dancing lights, druidcraft, guidance, mending, minor illusion

1st level (4 slots): animal friendship, cure wounds, purify food and drink, speak with animals

2nd level (3 slots): animal messenger, invisibility, gust of wind

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4 +1) piercing damage.

36

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
  • Hit Points 6 (1d6 + 3)
  • Speed 35 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 8 (-1) 14 (+2) 1 (-5)

  • Damage Resistances acid
  • Senses tremorsense, 50 ft. passive Perception 12
  • Languages none
  • Challenge 1/4 (50 XP)

Cunning Action. On each of its turns, the leever can use a bonus action to take the Dash, Disengage, or Hide action.

Rapid Burrowing. On a successful use of a Cunning Action the Leever may choose to burrow into the ground. It can move freely beneath the ground, only emerging again when it chooses. When it emerges from the ground, if it is within range of a weapon attack, it has advantage on that attack.

Sneak Attack. Once per turn, the Leever deals and extra 3 (1d6) damage when it hits a target with a bite attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Leever that isn't incapacitated and the Leever doesn't have disadvantage on the attack roll.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 12 (3d6 + 2) piercing damage.

Like Like

The Like Like is a hideous and grotesque horror found lurking in Hyrule's caves and ancient dungeons. They are thought to be the raw embodiment of stagnant and lingering magical energy. When it lays dormant for too long, the magic of the ancient Hylian sages grows a will of its own and a desire to make contact with the outside world. This voracious need for connection coalesces into the form of the vile Like Like. It's jelly-like, amorphous body slithers slowly across the ground towards its target. When within range, it will suck the target into its gaping maw in an attemp to digest it.



Like Like

Medium ooze, unaligned


  • Armor Class 8
  • Hit Points 53 (8d8 + 8)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 13 (+1) 2 (-4) 2 (-4) 1 (-5)

  • Damage Resistances acid
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Languages none
  • Challenge 3 (950 XP)

Amorphous. The Like Like can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The Like Like can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Engulf. The Like Like moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the Like Like enters a creature's space, the creature must make a DC 17 Dexterity saving throw. On a successful save, the creature can 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 can't breathe, is restrained, and takes 7 (2d6) acid damage at the start of each of the Like Like's turns. When the Like Like moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the Like Like. When that creature emerges however, it will have lost anything it was holding at the time within the Like Like. These items can only be retreived after the Like Like has been killed.

37

Lizalfos

The Lizalfos is very similar to the Dinolfos with

a few significant differences. Lizalfos are smaller
and signficantly more agile than Dinolfos
and they do not possess the Dinolfos
distinctive gauntlets, nor are they able
to breath fire like their larger kin. They rely solely on
their use of martial weapons and typically wield
a longsword with no shield.

Another key difference between Lizalfos and

Dinolfos is their behavior. While both make
their lairs in subterranean areas, and both
covet gold and treasure, the Dinolfos is a
solitary creature whereas the Lizalfos almost
always pairs itself with a partner. These paired
duos are not necessarily mated, but would often
appear to be so, and they will protect one
another with intense ferocity.


Lizalfos

Medium humanoid (saurian), chaotic neutral


  • Armor Class 14 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 11 (+0) 8 (-1) 6 (-2)

  • Senses passive Perception 9
  • Languages Common, Saurian
  • Challenge 1/2 (100 XP)

Cunning Action. On each of its turns, the Lizalfos can use a bonus action to take the Dash or Disengage actions.

Paired Tactics. The Lizalfos has advantage on an attack roll against a creature if its partner is within 5 feet of the creature and isn't incapacitated.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Magma Spume


The Magma Spume is truly a pitiable creature. It resembles a large toad, but it lives in the lava found in active volcanoes. The harsh environment in which they live belies their generally pathetic, bloated and weak bodies. They are

extremely susceptible to

attacks from martial weapons and are easily

defeated. Their greatest defense is the environment in

which they are found. They can serve to distract adventurers from the other dangers found inside any area where there is the lava in which

Magma Spumes live. They are

known to hide from predators in the lava flows, and to spit flaming

rocks in order to defend themselves. Because they live in lava, they are nearly

impossible to hit without a ranged attack.


Magma Spume

Tiny beast, unaligned.


  • Armor Class 7
  • Hit Points 6 (1d4 + 4)
  • Speed 10 ft., swim 15 ft.

STR DEX CON INT WIS CHA
6 (-2) 4 (-3) 18 (+4) 16 (+3) 10 (+0) 9 (-1)

  • Damage Immunities fire
  • Damage Vulnerabilities piercing
  • Senses passive Perception 10
  • Languages none
  • Challenge 1/4 (50 XP)

Actions

Spit Lava. Ranged Weapon Attack: -1 to hit, reach 5ft., one target. Hit: 22 (4d10) fire damage and if 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.

38

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 strong enough to crush rocks, which they consume. Their rocky exoskeleton protects them from attacks just as well as it protects them from the lava in which they live. Their only weak point is their single eye on the front of their heads, but its protected by its jaws.


Magtail

Small beast, unalgined


  • Armor Class 14 (natural armor)
  • Hit Points 12 (2d6 + 6)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 16 (+3) 1 (-5) 7 (-2) 3 (-4)

  • Damage Immunities fire
  • Senses blindsight 30 ft., passive Perception 8
  • Languages None
  • Challenge 1/4 (50 XP)

Magma Rejuvination. If the Magtail's hit points are lowered to 0, it curls into a ball. If it subsequently rolls into lava, it will regain all of its health.

Actions

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


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.


Miniblin

Tiny humanoid (blinoid), chaotic neutral


  • Armor Class 12
  • Hit Points 3 (1d4 + 1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 8 (-1)

  • Senses passive Perception 10
  • Languages Common, Blin
  • Challenge 0 (15 XP)

Pack Tactics. The Miniblin has advantage on an attack roll against a creature if at least one of the Miniblin's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spider Climb. The Miniblin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sneak Attack. Once per turn, the Miniblin deals and extra 2 (1d4) damage when it 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 Miniblin that isn't incapacitated and the Miniblin doesn't have disadvantage on the attack roll.

Actions

Trident. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) piercing damage.

39

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 leader rules absolutely and can only be diposed through a ritualistic challenge by combat.

Servants of a Dark Master. Though Moblins are physically extremely hearty, they are weak willed and can be easily overpowered by powerful sorcerors or dark wizards. They are the preferred warrior race of the Dark King Ganon, who they strongly resemble in their snub-nosed appearance. Armies of Moblins will tear through Hylian cities and towns with brutal efficiency, and rarely meet their match from the likes of average Hylian soldiers.

Moblin Lairs. Hordes of Moblins, leftover from forgotten campaigns of outlaw warlords have been known to establish colonies in varying locations throughout the Hylian wilds. In an apparent attempt to return to their natural roots, many Moblin clans organize themselves in Hyrule's deep woods. Moblins have also been found rampaging through the Hylian country-side however in nomadic fashion, looting and pillaging to survivce.



Moblin Grunt

Medium humanoid (blinoid), chaotic evil


  • Armor Class 16 (leather armor, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Blin
  • Challenge 1/2 (100 XP)

Martial Advantage. Once per turn, the Moblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Moblin that isn't incapacitated.

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.

40


Spear Moblin

Medium humanoid (blinoid), chaotic evil


  • Armor Class 17 (half plate) 19 (shield)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
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. The most fearsome of all Moblins is the giant Moblin. This mutated beast stands nearly three times the height of a normal Hylian and wields a giant club. Their strength is so great that they can cause tremors in the surrounding ground when they strike it with their weapons. They are solitary creatures, and rarely associate with other Moblin hordes. Rather, they eek out a small area to call their home and defend it with great ferocity. These giant Moblins are rarely ever seen on the battlefield in larger Moblin-fought campaigns.



Giant Moblin

Large humanoid (blinoid), neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 97 (13d10 + 26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 15 (+2) 14 (+2) 11 (+0) 15 (+2)

  • Saving Throws Int +5, Wis +3, Cha +5
  • Condition Immunities exhaustion, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Blin
  • Challenge 5 (1,800 XP)

Berserk. Whenever the Giant Moblin starts its turn with 40 hit points or fewer, roll a d6. On a 6, the Giant Moblin goes berserk. On each of its turns while berserk, the Giant Moblin attacks the nearest creature it can see. If no creature is near enough to move to and attack, the 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 regains all its hit points.

Magic Weapons. The Giant Moblin's attacks are magical.

Actions

Multiattack. The Giant Moblin makes two great club attacks.

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.

41

Monkey

Monkeys are common in Hyrule's

woods. They are fairly intelligent
and can understand many
languages, though they cannot
communicate with any other sentient
species other than the Dekus, with
which they have a complex
relationship. While most monkeys
are content to keep to themselves
some are curious and will
intrude upon even the most
sacred areas in the forest.
Monkeys are generally weak
but they are clever and can
solve puzles and disarm traps.


Monkey

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 14 (+2)

  • Senses passive Perception 11
  • Languages Monkey
  • Challenge 0 (10 XP)

Pack Tactics. The monkey has advantage on an attack 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 incapacitated.

Actions

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


Morth

The Morth is a round, spiny creature with orange spikes all over its purpleish-black body. Morths have a single large multicolored eye in the center of their bodies. It is unclear whether or not the Morths are a distinct lifeform or if they are merely the larval stage of various woodland creatures that are found in Hyrule.

Regardless of their origin, the Morth displays unique behavioral characteristics that distinguish them from other creatures found in the woods. The spines that cover their small bodies serve two purposes. The first, and perhaps most frustrating, is that the spikes allow the Morth to adhere strongly to nearly any surface. There are actually microscopic hook-like growths on each of its spikes that make them very 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 movement, but it is also because of the second function of the Morth's spikes. When stuck to a creature, the spikes secret an extremely weak paralytic acid. It takes a large concentration of this acid to fully paralyze the Morth's victim, but when paired with the natural obstacle of being covered in Morths, this can potentially be very dangerous for unwary adventurers.


Morth

Tiny beast, unaligned


  • Armor Class 8
  • Hit Points 1 (1d4 -1)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
1 (-5) 7 (-2) 8 (-1) 2 (-4) 1 (-5) 4 (-3)

  • Senses passive Perception 5
  • Languages none
  • 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's speed 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.

42

Mothula

The Mothula is an apex predator of the Hylian woods. It lives exclusively in quiet enclaves where the canopy breaks and sunlight is allowed to reach the forest floor. It seems to be physically similar to the Magtails found in Hylian caves, but due to their widly different natural habitat, it is extremely unikely that the two creatures have any common heritage. 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.

Due to the Mothula having only one eye, it has no depth 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 relationship between the two creatures may be an example of symbiotic mutualism. The Mothula provides a safe incubating environment for the Morth, and when needed, the Morth is used by the Mothula to slow down or paralyze the Mothula's prey. The Morths then get to feast on any leftovers from the Mothula's meal.



Mothula

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 17 (+3) 2 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Languages none
  • Challenge 2 (550 XP)

Spider Climb. The Mothula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Fragile Wings. If a Mothula loses more than half of its hitpoints in combat, it will lose its wings and continue fighting on the ground. If the Mothula survives combat, it can regrow its wings, but it takes several weeks for them to be able to fly again.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 15 (3d8 + 2) piercing damage.

Swooping Divebomb. Winged Mothula only, Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 20 (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.

43

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.


Octorok

Medium beast, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 6 (1d8 + 2)
  • Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 17 (+3) 15 (+2) 7 (-2)

  • Skills Perception +4, Stealth +4
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 1/4 (50 XP)

Hold Breath. While out of water, the Octorok can hold its breath for 1 hour.

Underwater Camouflage. The Octorok has advantage on Dexterity (Stealth) checks made while underwater.

Actions

Rock Shot. Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.



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
12 (+1) 14 (+2) 15 (+2) 20 (+5) 17 (+3) 7 (-2)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 17
  • Languages none
  • Challenge 1 (300 XP)

Hold Breath. While out of water, the Octorok can hold its breath for 1 hour.

Actions

Rock Shot. Ranged Weapon Attack: +4 to hit, reach 50/150 ft., one target. Hit: 16 (4d6 + 2) bludgeoning damage.

Tentacles. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 +1) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Octorok can't use its tentacles on another target.

A juvenile Octorok with no shell.

44

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
helpless creatures.

The City in the Sky. The Ooccas are an ancient and magical race that predate the modern Hylians who have developed the land. Their origins date back to the time when the Hylians still lived in the Skyloft. Ooccas may have once lived around Hyrule's surface, but they have since migrated and reside almost exclusively in what they call the City in the Sky. This city is a large collection of buildings that float in the skies high above Hyrule.

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 however is that there is advanced technology found in the City in the Sky, including the massive propellers which keep it in the air. If there is any connection between this city and the people of Termina, it has been completely lost to time.

Ancient and Magical Origins. Some historians theorize that the Oocca are in fact the descendents of Hylians who remained in Skyloft even after the majority of the population returned to the surface. Others belive them to be the original race created by the Goddess Hylia, and that the Oocca themselves in fact created the Hylians in her image.

Oocca artifacts appear to have been designed for creatures with a more humanoid stature, including the legendary Dominion Rod which is said to have been used to control creatures and inanimate objects. These would seem to be consistent with their hypothetical magical origins, implying that at one time the Oocca were a more powerful, humanoid race. While this theory is not widely believed, it is commonly accepted that the Oocca played some role in helping the Hylians to migrate from Skyloft back to the Surface.


Adventuring Allies. Oocca are rarely seen outside of the City in the Sky, however some adventurous members of their race can sometimes be found exploring the ancient ruins, dungeons, and temples around Hyrule. They are an extremely clever people and often are capable of outsmarting enemies or traps. Due to their tiny size, they can sometimes avoid triggering traps in the first place. If encountered in a dungeon, they will share information with any travelers they determine to be have a good nature. The tips they might give about a dungeon's puzzles or traps can be invaluable.


Oocca

Tiny celestial, lawful good


  • Armor Class 6
  • Hit Points 4 (1d4 + 2)
  • Speed 10 ft., fly 10 ft.

STR DEX CON INT WIS CHA
2 (-4) 2 (-4) 14 (+2) 16 (+3) 25 (+7) 17 (+3)

  • Senses passive Perception 17
  • Languages Common, Oocca, Ancient Hylian
  • Challenge 0 (1 XP)

Actions

Peck. Melee Weapon Attack: -2 to hit, reach 5ft., one target. Hit: 1 piercing damage.

45

Phantom Rider

Phantom Riders come from an ethereal plane that exists in another dimension from the other planes known to the Hylian people. This realm seems to be distinct and separate from Lorule, or even the Twilight realm. It is possible however that the Riders share their plane with Poes, the restless spirits of dead Hylians. They appear to be humanoid figures wearing heavy armor with horned helmets. They wield large lances or longswords.

They may also have some relationship with the other phantoms that have been known to breach the boundaries between dimensions such as Phantom Ganon, Phantom Zant, or even the Phantom Shadow Beast, Bongo Bongo. The latter however may in fact be a spirit that has its origins in the Twilight Realm.

They can be summoned into existence through powerful dark magic, and will aid the creature that brought them forward with unyielding allegience. They typically appear in groups of three, with a single leader and two flanking allies. Though their mounts may not be independent lifeforms, but merely a magical extension of the Phantom themselves, they still seem to grant the Rider great swiftness in combat. The mounts appear to be spectral horses, with no legs, but heavy armor on their heads. The Phantom Rider cannot be separated from its mount.

Spectral Combat. The Phantom Riders' phantasmic nature makes them challenging opponents in combat. They cannot be harmed by nonmagical weapons, but are susceptible to damage from magical attacks or enchanted weapons. Their attacks are also magical in nature and have the ability to damage their enemies, ignoring their armor to some degree. When defeated, the Phantom Rider vanishes and retreats back to its native realm, likely not having been truly killed.



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
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Sensesdarkvision 120 ft., passive Perception 9
  • Languages understands all languages but cannot speak
  • Challenge 5 (2,000 XP)

Incorporeal Movement.The Rider can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Spectral Weapons. When attacking with a melee weapon, the target's AC is reduced by 4.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (3d6 +1) slashing damage + 3 (1d6) cold damage.

Great Lance. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 22 (6d6 +1) piercing damage + 7 (2d6) cold damage. If the target is a creature, it must succeed on a DC 14 strength save or be knocked prone.

Life Drain. Melee Spell Attack: +4 to hit, reach 5ft., one target. Hit: 10 (2d8 +1) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maxiumum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maxiumum to 0.

46

Poe

Poes are the restless spirits of the Hylian dead. They take on a variety of forms, but are all known to carry bright lanterns. The lanterns contain the soul of the Poe. The "body" of the Poe is merely a projection of the soul's will and hatred. The most common Poes appear to be vaguely humanoid, with oversized heads, short arms and round bodies. They are clad in tattered robes with large hoods that completely obscure their faces. Bright eyes that can be any color shine from within the dark area beneath the hoods. All Poes emit high pitched shrieks and the occasional piercing cackle.

Some Poes have a more humanoid appearance, with elongated torsos and visible, withered and rotting faces and dark blue skin. It is thought that these are the spirits of the recently deceased, who have not yet been fully transformed into Poes. There are also smaller Poes known as "Imp" Poes. Some believe these to be the spirits of dead Hylian children, however there is no direct evidence to suggest that this is the case other than their small stature. Imp Poes are known to carry large scythes with thim, in addition to their lanterns, which they clutch with their feet.

Corrupted Ghosts. Though they share many of the same characteristics with ghosts, Poes are distinctly different from their more benign relatives. Both are spirits of dead creatures that have not transcended to the Sacred Realm, but Poes have been corrupted and twisted by evil dark magic. They are hateful and cruel, and will mercilessly pursue those who they haunt.

Residual Power. The residual essence of the soul of the Poe can be harvested once the Poe has been vanquished. This physical ectoplasmic residue can be collected in any container and can be used in the brewing of incredibly powerful potions. Due to the extremely difficulty with which Poe souls can be obtained, they are highly valuable and sought after by alchemists and potion makers. Depending on the method of preparation, the potion made from a Poe's soul can either heal, or horribly poison any creature that ingests it.


Poe Behavior. Poes are created when an evil person dies and their spirit is twisted by dark magic. Their preexisting hatred fuels their persistence and transformation into Poes. Though they are aggressive once provoked, their extreme disdain for the living leads them to be somewhat elusive and timid. They prefer to terrify their enemies instead of engaging them in actual combat. If a creature demonstrates its determination to do battle with a Poe, it will fly into a rage and attack without mercy.

Poes in Combat. Poes have the ability to become invisible which they use to avoid conflict. They use this ability regularly in combat as well, making them difficult to keep track of in a battle. They attack with their sharp claw-like fingers, violently slashing at their enemies. Poes will also spin rapidly in circles, striking all enemies within range.

Despite the importance of their lanterns, which contain their souls, they will also use them as weapons. A hit from a Poe's lantern can seriously wound a creature, and can even inflict fire damage. They can use their lanterns to shoot fireballs as well, and often do so if an enemy is keeping its distance.

Imp Poes seem less inclined to use their lanterns as weapons. This may be due to their inopportune hold on the lanterns. Rather, they use their large schythes to swipe at their enemies with unnatural speed and accuracy.

Poes can also possess the living for brief periods of time, taking partial control of their victims. This can be used as either an attack in and of itself, or they can make use of their host body to continue a battle.

Ethereal Nature. Due to their spectral form, Poes are resistant to most forms of damage from nonmagical attacks. This seems to be a nonstatic ability however, as Poes are particularly susceptible to bows. They likely find it difficult to react quickly enough to a fast-moving arrow or bolt.

Undead Nature. A Poe doesn't require air, food, drink, or sleep.

47



Poe

Medium undead, chaotic evil


  • Armor Class 16
  • Hit Points 45 (10d8)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 22 (+6) 11 (+0) 17 (+3) 12 (+1) 20 (+5)

  • Damage Resistances acid, fire, lightning, thunder,; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses blindsight 100 ft., passive Perception 11
  • Languages any language it knew in life, Abyssal
  • Challenge 4 (1,100 XP)

Ethereal Sight. The Poe can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement.The Poe can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Actions

Withering Slash. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Lantern Attack. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 14 (4d6) bludgeoning damage plus 7 (2d6) fire damage and if the target is a creature or flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns.

Rapid Spin. Melee Weapon Attack: +0 to hit, reach 10 ft., all targets in range. Hit: 7 (2d6) bludgeoning damage plus 5 (2d4) fire damage.

Fireball. Ranged Spell Attack: +6 to hit, reach 50/100 ft., one target. Hit: 16 (3d6 +6) fire damage and if the target is a creature or flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns.

Etherealness. The Poe enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 feet of the Poe that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save failes by 5 or more, the target also ages 1d4x10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Poe's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that the Poe can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the Poe; the Poe then disappears, and the target is incapacitated and loses control of its body. The Poe now controls the body but doesn't deprive the target of awareness. The Poe can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 00 hit points, the Poe ends it as a bonus action, or the Poe is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the Poe reappears in an unoccupied space within 5 feet of the body. The target is immune to this Poe's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

48

ReDead

The ReDead is among Hyrule's most common, and most feared, undead creatures. They are soulless corpses of the Hylian dead, possessed by cruel and evil dark magic. ReDeads can be created with the enchantments of evil sorcerers, or might come about naturally in those places that contain large amounts of dark magical energy.

They have no will of their own, and no drive towards any goal other than consumption of flesh. Even though they have 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.

Regardless of how they appeared in life, ReDeads all resemble whithered, decrepit corpses. Their faces have 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.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 8 (2d6 +1) piercing damage plus 3 (1d6) necrotic damage. If the target is a creature, it must make a DC 12 Strength saving throw or the ReDead remains attached to the creature and takes 8 (2d6 + 1) piercing damage plus 3 (1d6) necrotic damage on each turn until the target succeeds on the saving throw or the ReDead is killed.

49

Shadow Beast

The Shadow Beast is a mutated

monstrosity from the Twilight realm.
They appear to be vaguely humanoid
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.

Twilight Barriers. When the Shadow Beasts appear, dropping from the sky through a tear between the boundaries of Hyrule and the Twilight Realm, they will immediately erect a force field around them and their opponents. This barrier

cannot be damaged or destroyed but vanishes

when the Shadow Beasts are slain.



Shadow Beast

Large monstrosity, chaotic evil


  • Armor Class 14
  • Hit Points 39 (6d10 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 13 (+1) 12 (+1) 14 (+2) 8 (-1)

  • Saving Throws Con +5, Wis +4, Cha +2
  • Damage Resistances acid, fire, lightning, thunder,; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses blindsight 120 ft., passive Perception 12
  • Languages Understands Twili but cannot speak.
  • Challenge 3 (800 XP)

Pack Tactics. The Shadow Beast has advantage on an attack roll against a creature if at least one of the Shadow Beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Regenerative Cry. Whenever a Shadow Beast begins its turn and two of the three Shadow Beasts' hit points have been reduced to 0, the remaining Shadow Beast lets out a wailing cry as a standard action. Any creature hearing this cry must succeed a DC 14 Constitution saving throw or be paralyzed for 1 round. The fallen Shadow Beasts are resurrected with half of their hit points restored.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 +4) piercing damage plus 5 (1d10) psychic damage.

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 26 (4d10 +4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

50

Sheikah

The Sheikah are one of the ancient races of Hyrule. They are visually similar to common Hylians (with the exception of their red eyes) but have a distinct and secretive culture and society. Though all Hylians have a certain sensitivity towrds magic, the Sheikah are more finely attuned to its mysteries. They have long since mastered the ability to perform great illusions, and they carefully walk the line between good and evil with their magic.

The Sheikah are masters of combat and stealth . They fight with martial as well as many exotic weapons. Traditional Sheikah arms include throwing kunai, naginatas, and glaives. Though the Sheikah could rely solely on their martial prowess, they also possess powerful magical skills. These allow them to vanish, and create powerful blasts of magical energy. Their magic seems to have some connection to music, as many Sheikah are known to be competent musicians. Their magic is attuned to their instruments, and they can use them to cast spells.

Sworn Protectors. The Sheikah swore long ago to protect the Hylian royal family and its interests, carrying out special orders in secret. As such, some have come to call them "The Shadows of the Hylians". Due to their oath of service to the Hylian royals, it is presumed that many Sheikah perished in the Hylian civil war. Indeed, they are nearly extinct today, and many believe their existence to be a myth.

Ancient Interlopers. At some point in Hyrule's history, there was a schism between the royal family and the Sheikah. It is unclear what the cause of this rift was, but a great betrayal from either the royal family or the Sheikah themselves is likely at fault. Subsequently, a faction of Sheikahs were exiled from Hyrule. Many believe that these exiles used their magic to cross the boundaries between realms and entered the Twilight realm, thereby becoming the ancestors to the modern Twili.

The Legendary Impa. The leader of the Sheikah tribe is always given the ceremonial name of Impa. Impa serves as the personal bodyguard and caretaker to the children of the royal family. She also makes decisions for the tribe as a whole. One legendary Impa of the past was responsible for forming the offical alliance between the Sheikahs and the royals, and was also responsible for founding the Sheikah community at Kakariko Village.

Kakariko Village. The ancient homestead of the Sheikahs is Kakariko Village in the East of Hyrule. This bustling town was once occupied entirely by the secretive tribe, but has since been opened to all races. Founded by the legendary Impa, it was a future Impa who opened the town's borders, following the near extinction of the Sheikah in the Hylian Civil War. Some Sheikahs remained in the town and intermingled with the new popultion, but others left and founded another colony somewhere in the Northern Hylian wilds. The location of this Hidden Village is unknown to outsiders.

A Dark Past. The Sheikah have always dabbled in the dark magical arts and have potentially had a long and bloody history of secret campaigns carried out in the name of the Hylian royal family. Kakariko Village was the locus of these clandestine activities. Many believe that the Sheikah were the architects of the Shadow Temple, also known as the "House of the Dead" and that they used it to carry out dark rites.

The Man Who Could See The Truth.

One of the many legends of Kakariko

Village is that of "The Man Who Could See

The Truth". This man was presumably a

Sheikah, and used his magical abilities to

interrogate suspected enemies of the royal

family. As legend has it, his house once
stood in the same lcoation as the Kakariko
well, under which there is known to be a
dank and sinister dungeon, filled with
torture devices. It is possible that this

man earned his title simply because
he was able to wring the truth out
of his victims. by use of his
cruel torture methods. It
is believed that this
man was the creator of
the "Lens of Truth", a
powerful and
sacred Sheikah
relic that
allows the user
to see through
the illusory
magic of his
people.

Other

Surviving
Sheikah.
Some
believe that
the haunted
house in
Kakariko Village, which is populated by mutated
spider-people may in fact be a relic of the days
when the Sheikah betrayed the royal family. It
is said that the men who "live" there were
consumed by greed and a lust for treasure, and
were then cursed for their avarice. This may have
been the cause of the rift between the Sheikahs
and the royals. It is possible that these are
members of the exiled group of Sheikah who did not flee to
the Twilight realm, but insisted on staying, only to be cursed
for their obstinance.

There is also a fabled traveling mask salesman who some believe to be a Sheikah. His affinity for masks also seems consistent with Sheikah imagry. Many Sheikahs have been known to use masks to conceal their identities. He also seems to have a keen sense of the magic sealed within the masks he sells.

The Sheikah Stones. Acting as the intelligence network of the Hylian royals, the Sheikah were enamored with knowledge. This included state secrets as well as ancient magic. They created a series of stone artifacts that are scattered around Hyrule that can provide other Sheikahs with valuable information about the surrounding territories. These stones appear to be simple statues to the uninitiated, but Sheikahs are able to communicate with them using a mask of truth, a special Sheikah artifact imbued with magic similar to the echantments on the Lens of Truth. Sheikah who wear these masks also have limited telepathic abilities, and are rumored to be able to read the thoughts of unassuming creatures.

51


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, Stealth +11
  • Damage Resistances poison
  • Senses passive Perception 18
  • Languages Common, Sheikah, Old Hylian
  • Challenge 4 (1,100 XP)

Assassinate. During their first turn, the Sheikah has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Sheikah scores against a surprised creature is a critical hit.

Cunning Action. On each of its turns, the Sheikah can use a bonus action to take the Dash, Disengage, or Hide actions.

Evasion. If the Sheikah is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, te Sheikah instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the Sheikah deals an extra 14 (4d6) damage when it 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 Sheikah that isn't incapacitated and the Sheikah doesn't have disadvantage on the attack roll.

Actions

Kunai. Ranged Weapon Attack: +8 to hit, range 60/120ft., one target. Hit: 11 (2d4 + 6) piercing damage and the target must succeed on a DC 15 Constitution saving throw, or take 4 (1d8) poison damage on a failed save and becomes poisoned. That creature may make a DC 15 Constitution saving throw on each subsequent turn or remain poisoned and take an additional 4 (1d8) poison damage until a successful save or the creature is cured by other means.

Naginata. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 20 (4d10) slashing damage.

The emblem of the Sheikah people.



Sheikah Shaman

Medium humanoid, lawful neutral


  • Armor Class 12
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 13 (+1) 18 (+4) 20 (+5) 11 (+0)

  • Saving Throws Int +9, Wis +6
  • Skills Arcana +13, History +13, Perception +5
  • Damage Resistances damage from spells
  • Senses passive Perception 20
  • Languages Common, Sheikah, Old Hylian, any three other languages
  • Challenge 5 (1,800 XP)

Magic Resistance. The Shaman has advantage on saving throws against spells and other magical effects.

Spellcasting. The Shaman is an 13th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +6 to hit with spell attacks). The Shaman can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light mage hand, prestidigitation, shocking grasp

1st level (3 slots): detect magic, identify, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (2 slots): counterspell, lightning bolt

4th level (2 slots): banishment, fire shield

5th level (2 slots): scrying, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

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.

52

Shell Blade

The Shell Blade is an aquatic

lifeform found in most fresh water
sources around Hyrule. They
are large molluscs with hard,
spiny shells. They rest peacefully
on the bed of whatever body of water they
live in until they detect another creature within
reach of their attacks. When they sense their prey
is near, the Shell Blade will propel itself rapidly
backwards by blowing out a stream of compressed bubbles.
The Shell Blade uses this technique to gore its prey on the
sharp spikes at the base its shell. Once its target has been
killed, it will slowly rotate, open its shell and consume the
creature. The fleshy muscle inside its shell is extremely
susceptible to damage.


Shell Blade

Small beast, unaligned


  • Armor Class 13 (natural armor, 7 when its shell is open)
  • Hit Points 7 (1d6 + 4)
  • Speed swim 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 18 (+4) 1 (-5) 3 (-4) 2 (-4)

  • Damage Immunities (when its shell is closed) slashing, piercing from nonmagical attacks
  • Damage Vulnerabilities lightning
  • Senses blindsight 30 ft., passive Perception 6
  • Languages None
  • Challenge 0 (10 XP)

Amphibious. The Shell Blade can breath air and water.

Actions

Spikes. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4) piercing damage.

Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 6 (1d12) piercing damage, the Shell Blade opens its mouth.

A Skull Kid Puppet.


Skull Kid

The Skull Kid is an extremely elusive and timid creature. They are found in the deepest and darkest parts of Hylian forests, and are typically wholly solitary. Many travelers have

reported seeing several Skull Kids in the Lost Woods, near the home village of the Kokiri.

Skull Kids appear to be humanoids with a childish form that inspired their name. It is uknown whether they are a distinct race, or are rather Hylian or Kokiri children who became lost in Hyule's forests and were corrupted and mutated by the powerful magic therein. The reported consistency between the various Skull Kids seen throughout Hyrule would perhaps suggest that they are a race unto themselves. They are always clad in tunics and large hats that would seem to be made out of some kind

of green and orange foliage. Their skull is
solid black with few features other than
glowing orange eyes, and an orange bill
-like mouth.

Woodland Magic. Skull Kids have

powerful magical abilities, but they are
almost always directed towards the
creation of illusions to keep the Skull
Kids appearance and location a secret.
Their magic also seems to be
connected to their apparent
musical talents. Most Skull Kids
have been seen playing various
simple instruments like lutes, flutes,
or small drums.

Mischievous, But Timid. Evidence

that Skull Kids are in fact children,
includes their behavior. They are
extremely timid and fearful of
strangers but have been
known to intentionally
disrupt and perturb travelers
in the Hylian woods. Typically,
these actions seem to be
frivolous and lighthearted in nature; the sort of pranks
any child might play. However, Skull Kids have been
known to react maliciously towarads outsiders who
have trespassed into their woodland domain.

Magical Puppetry. Skull Kids are frail creatures and do not have much ability to defend themselves. Instead they rely 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, 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.

53


Skull Kid

Small fey, chaotic neutral


  • Armor Class 13
  • Hit Points 8 (1d6 + 5)
  • Speed 30 ft.

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

  • Skills Insight +4, Nature +8, Persuasion +5, Stealth +6
  • Senses passive Perception 14
  • Languages Common
  • Challenge 1/8 (25 XP)

False Appearance. While the Skull Kid reamins motionless, it is indistinguishable from normal shrubs.

Cunning Action. On each of its turns, the Skull Kid can use a bonus action to take the Dash, Disengage, or Hide actions.

Spellcasting. The Skull Kid is a 4th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 14, +4 to hit with spell attacks). They have the following spells prepared:

Cantrips (at will): dancing lights, druidcraft, guidance, mending, minor illusion

1st level (4 slots): animal friendship, cure wounds, purify food and drink, speak with animals

2nd level (3 slots): animal messenger, invisibility, gust of wind

Actions

Blowgun. Ranged Weapon Attack: +5 to hit, range 40/80ft., one target. Hit: 5 (1d4 +3) piercing damage.

Arboreal Puppetry (Recharge 5-6). The Skull Kid summons 5 (1d8 +1) Skull Kid Puppets into any onccupied spaces of their choice within 50 feet.


Skull Kid Puppet

Small construct, unaligned


  • Armor Class 5
  • Hit Points 2 (1d6 - 1)
  • Speed 25ft.

STR DEX CON INT WIS CHA
10 (+0) 1 (-5) 8 (-1) 1 (-5) 1 (-5) 1 (-5)

  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Damage Vulnerabilities fire
  • Senses passive Perception 5
  • Languages None
  • Challenge 0 (1 XP)

Pack Tactics. The Puppet has advantage on an attack 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 incapacitated.

Actions

Slash. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4) slashing damage.

Skulltula

Skulltulas are

arachnids that can be
found throughout
Hyrule. They make
nests in secluded spots
where they wait
patiently for their prey.
Their name is derived
from the hard shell on
their backs that resembles
a skull. It offers them signficant
protection from attacks,
however their stomachs are
soft and easily damaged.



Skulltula

Small beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 5 (1d6 + 2)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 1 (-5) 3 (-4) 2 (-4)

  • Skills Stealth +4
  • Senses darkvision 30 ft., passive Perception 6
  • Languages None
  • Challenge 1/8 (25 XP)

Spider Climb. The Skulltula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the Skulltula knows the exact location of any other creature in contact with the same web.

Web Walker. The Skulltula ignores movement restriction caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 7 (1d8 +3) piercing damage, and the target must succeed on a DC 14 Constitution saving 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.

54

Stalchild

Stalchildren are small, skeletal,

humanoid creatures. They have
glowing red eyes, and
oversized arms and heads with
large teeth and no lower jaw. They are
extremely weak, but can overwhelm their
enemies as they attack in hordes that
spring out of the ground. Stalchildren
only appear at night, and are destroyed if caught in sunlight,
or if they fall into moving water.

There are some who believe that Stalchildren are in fact the reanimated skeletons of dead Hylian children. This would seem to be impractical however, as Stalchildren appear in such great numbers as to discredit this theory. Rather, it is likely that Stalchildren, like their larger kin, the Stalfos, are simply assemblages of the bones of any dead creature. They are almost certainly created by magical means, and may be able to be summoned by dark wizards.

Undead Nature. A Staltroop doesn't require air, food, drink, or sleep.

Stalfos

Like Stalchildren, Stalfos are skeletal humanoids. Most believe them to be reanimated Hylian dead, but they are likely magical in origin. Their bodies are created by a magical 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.

A Stalfos can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, they must receive careful instructions explaining how such tasks are accomplished.


Stalchild

Small undead, lawful evil


  • Armor Class 8
  • Hit Points 5 (1d6 + 2)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 8 (-2) 14 (+2) 4 (-3) 5 (-3) 2 (-4)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison, piercing
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 120 ft., passive Perception 7
  • Languages Understands the language of its creatoer but can't speak
  • Challenge 0 (15 XP)

Pack Tactics. The Stalchild has advantage on an attack 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.

Actions

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

Although they lack the intellect of the creatures from whose bones they are formed, Stalfos aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a Stalfos tries the handle first. If that doesn't work, it searches for another way through or around the obstacle.

Undead Nature. A Staltroop doesn't require air, food, drink, or sleep.

55


Stalfos

Medium undead, lawful evil


  • Armor Class 15 (armor scraps)
  • Hit Points 25 (3d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison, piercing
  • Condition Immunities exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 9
  • Languages Understands the language of its creatoer but can't speak
  • Challenge 2 (450 XP)

Charge. If the Stalfos moves at least 10 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) slashing damage.

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 require as many bones to form as the Stalfos, nor as complex magic.

Undead Nature. A Stalhound doesn't require air, food, drink, or sleep.



Stalhound

Medium undead, unaligned


  • Armor Class 12
  • Hit Points 9 (1d8 + 5)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 20 (+5) 3 (-4) 6 (-2) 2 (-4)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poisoning
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages None
  • Challenge 1/4 (50 XP)

Pack Tactics. The Stalhound has advantage on an attack roll against a creature if at least one of the Stalhound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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.

Stalkin

Stalkin are extremely similar to Stalchildren, however they are significantly smaller. Perhaps assembled with the bones 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)

56


Stalkin (Continued)


  • Damage Vulnerabilities bludgeoning, slashing, piercing
  • Damage Immunities poison,
  • Condition Immunities exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 6
  • Languages Understands the language of its creatoer but can't speak
  • Challenge 0 (15 XP)

Pack Tactics. The Stalkin has advantage on an attack 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 incapacitated.

Actions

Spear. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 +1) piercing damage.


Staltroop

Staltroops are similar to Stalfos, however they are much more rare. They are what Stalfos are often mistaken for; the reanimated skeletons of once living Hylians. They are created by dark magic, and used as undead legions with which to attack the living. Though they resemble Stalfos, and have been given a similar name, they are indeed a different creation altogether.

Animated Dead. Whatever sinister force awakens a Stalltroop infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a Stalltroop to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated Staltroop retains no connection to its past, although resurecting a Staltroop restores it body and soul, banishing the hateful undead spirit that empowers it.

Habitual Behaviors. Independent Staltroops temporarily or permanantly free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The Staltroop 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.

57

Stinger

The Stinger is an aquatic

life form that can be found in
bodies of fresh water around
Hyrule. They tend to rest on the
floor but have the ability to swim freely
through the water. They make nests
in flooded ruins, where they wait in shallow water for prey.

Takkuri

The Takkuri is a large crow-like bird native to the Termina region. They are highly intelligent and covet treasure above all else. They will swoop down with clumsy slowness and will attempt to knock over their targets. If they can knock them out, they will rifle through their belogings with their beaks, searching for rupees that they will then drag away in their mouths and talons, to store in their nests. If a traveler can locate a Takkuri nest, which are typically at high and inaccessible places, they can find large amounts of pilfered rupees.


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 damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or it is knocked prone.

Beak. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Pilfer. Melee Weapon Attack: +3 to hit, reach 5 ft., one prone target. Hit: the Takkuri steals 1d20 +5 rupees from its target.



Stinger

Small beast, unalgined


  • Armor Class 11
  • Hit Points 4 (1d6 + 1)
  • Speed swim 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 12 (+1) 2 (-4) 1 (-5) 6 (-2)

  • Damage Vulnerabilities lightning
  • Senses passive Perception 5
  • Languages None
  • Challenge 0 (10 XP)

Actions

Sting. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4 +1) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or it takes 2 (1d4) poison damage.

Tektite

The Tektite is a small spider-like creature, roughly the same size as a Skulltula. They differ from Skulltulas in many key ways however including their four (as opposed to eight) legs. They also do not spin webs, but rather skitter along the ground, hopping high into the air when they approach their prey. They have similarly armored bodies to Skulltulas, but their exoskeleton does not look like a skull.

There are several varieties of Tektite, the most common of 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.

58


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, including upside down on ceilings, without needing to make an ability check.

Water Stride. Blue Tektites only. Blue Tektites can move across the surface of still water as though it were rough terrain.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 12 (3d6 +2) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 4 (1d8) poison damage.

Torch Slug

Torch Slugs are found in Hylian caves and active volcanoes. They slither across the ground, slowly moving towards their prey. They have a jet of hot flame which erupts from their backs. This flame is not constant, and only appears when the Torch Slug is actively hunting or defending itself against a predator.

Gorons and Dodongos have been known to hunt Torch Slugs and may be their only natural predators. Both are resistant to the Torch Slug's fire, and can successfully digest its toxic, slimy body.

Torch slugs are extremely susceptible to water. If they are doused, their flames can be extinguished entirely, leaving them vulnerable to attacks. Once killed, their slimy residue can be collected and used to create powerful poisons and corrosive acids.



Torch Slug

Small beast, unaligned


  • Armor Class 8
  • Hit Points 9 (2d6 + 2)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
6 (-2) 6 (-2) 13 (+1) 3 (-4) 1 (-5) 7 (-2)

  • Condition Immunities None
  • Senses passive Perception 5
  • Languages None
  • Challenge 1/8 (30 XP)

Illumination. The Torch Slug sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the Torch Slug moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.

Actions

Touch. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 10 (3d6) fire damage plus 3 (1d6) acid damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns.

59

"The people of our tribe...a tribe that mastered the arts of magic...were locked away in this world like insects in a cage. In the shadows we regressed, so much so that we soon knew neither anger nor hatred...nor even the faintest bloom of desire. And all of it was the fault of a useless, do-nothing royal family that had resigned itself to this miserable half-existence!"

— Zant the Usurper


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
declared himself king. Firmly in command,
he transformed Midna into an imp-like
creature and his fellow Twili into Shadow
Beasts, and, planning to engulf the entire
land in Twilight, launched an invasion of
the peaceful land of Hyrule.

The Twilight Realm is it's own plane,

discreet from Lorule or the Sacred
Realm. It is a dark and cold
environment, filled with strange visual
anamolies. Visiting the Twilight Realm is
incredibly strenuous on normal Hylians,
and can only last for a brief time without
the aid of powerful enchantments.

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Abilities.The Twili and the Shadows are the only creatures that can enter areas of Twilight or bring anything into it. They also seem to possess great magical skill, some examples being levitation, telekinesis, portal creation, object manipulation, and the ability to hide in human shadows. It is unknown if all Twili can perform these abilities, or if they are exclusively wielded by the higher Twili caste.

Advancements. The Twili appear to possess many strange technologies that are seemingly more advanced than that of the Hylians, and even more advanced than technology from Termina. One example would be their use of teleportation through the use of Twilight Portals. In the Twilight Realm, the Twili use platforms for transportation that appear from nowhere and are completely transparent, except for the glowing green shapes seen all around anything that is of Twilight origin (portals, artifacts, etc.).

Another example is doors that open by themselves. These doors have only one green shape when inactive, but when opened, the green shape extends, highlighting more details. Another, more likely possibility, however, is that the many wonders of the Twilight Realm are caused by the magic of their ancestors put to a more peaceful use.

Government.The Twili are ruled by a single person who rules from the palace of Twilight. Despite being a monarchy, there is evidence that theirs is not hereditary, but an elective monarchy, which is to say that the new king or queen is chosen from either the general populace by a consent of the people, or there are many royal houses and each has a turn of a potential monarch being elected from a parliament. This could explain how Zant had been a servant of the rulers of the Twilight for many years but was still applicable for being voted for king.



Twili Warrior

Medium humanoid, neutral good


  • Armor Class 16 (splint mail)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+2) 16 (+3)

  • Saving Throws Str +6, Con +5, Int +4, Cha +5
  • Skills Deception +5, Intimidation +5, Perception +4, Stealth +6
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Common, Old Hylian, Twili
  • Challenge 3 (1,000 XP)

Innate Spellcasting. The Twili's spellcasting ability is Charisma (Spell save DC 14). The Twili can innately cast the following spells, requiring no material components:

3/day each: alter self, command, detect magic

1/day: plane shift (self only)

Actions

Multiattack. The Twili makes two melee attacks or uses its Psychic Ray twice.

Spear. Melee Weapon Attack: +6 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 +4) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) psychic damage.

Psychic Ray. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 21 (6d6) psychic damage.

Twilight Command. One humanoid the Twili can see wihthin 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Twili's spoken commands. If the target suffers any harm from the Twili or another creature or receives a suicidal command from the Twili, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the Twili's Command for the next 24 hours.

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Vire

Vires are small fat winged

demons. They have blue flesh,
two sets of eyes, and sharp claws
and fangs. They hover through the
air very slowly, but when they
perceive a threat, they will retreat
with extreme speed, belied by their round
appearance and otherwise slow movement.

Wallmaster

The Wallmaster is one of the most horrying and mysterious creatures in Hyrule. They are thought to come from the same plane as the Phantom Riders, yet the have the ability to manifest themselves in a physical form. This suggests that they are not native to the Phantom Realm, but perhaps have gained access to it after having developed here.

Wallmasters spring forth from dark portals between dimensions. They can appear on any surface large enough to 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.


Vire

Small fiend, unaligned


  • Armor Class 13
  • Hit Points 14 (2d6 + 8)
  • Speed 10 ft., fly 20 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 19 (+4) 4 (-3) 7 (-2) 2 (-4)

  • Senses passive Perception 8
  • Languages None
  • Challenge 0 (15 XP)

Disengage. On each of its turns, the Vire can use a bonus action to tke the Dash, Disengage, or Hide actions.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 2 (1d8 -2) slashing damage.



Wallmaster

Medium monstrosity, chaotic evil


  • Armor Class 14
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 117 (+3) 10 (+0) 15 (+2) 11 (+0)

  • Skills Perception +4, Stealth +6
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses blindsight 150 ft. passive Perception 20
  • Languages Understands all languages but can't speak
  • Challenge 3 (900 XP)

Detect Life. The Wallmaster can magically sense the presence of living creatures up to 5 miles away. It knows the general direction they're in but not their exact locations.

Invisibility. The Wallmaster can turn invisible as it moves. When it attacks however, it always becomes visible.

Sneak Attack. Once per turn, the Wallmaster deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 +3) slashing damage.

Hovering Slam. Melee Weapon Attack: +2 to hit, reach 40 ft., one target. Hit: 22 (6d8 + 4) bludgeoning damage.

Drag Away. The Wallmaster attemps to grab one creature within range. That creature must succeed on a DC 13 Strength or Dexterity saving throw of their choice, or be dragged towards the Wallmaster's portal. A grabbed target may repeat the saving throw before being dragged into the Phantom Realm. On a failure, a creature drops to 0 hit points and is ejected from the portal in a random location within 5 miles. On a success, a creature takes 10 (3d6) psychic damage).

62

Wizzrobe

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 humanoid with shadowy arms that look like the twisted branches of trees. They hover about 5 feet off the ground and can teleport at will, making them difficult to track during a battle. They are fairly weak however, and once hit with an attack, will often flee to protect themselves.

The Wizzrobe has the ability to cast some traditional magical spells. These includes beams of fire and psychic energy. Their primary action in a battle however is their ability to summon other creatures to fight for them. These are not actual creatures, but rather approximations thereof. These summons can take on nearly any form and appear in groups as large as five at a time. These apparitions will fight for the Wizzrobe until death. They disappear when the Wizzrobe is killed, incapacitated, or escapes combat.



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.

Dark Masters. The Wizzrobes are the masters of command. Their evil magic allows them to completely control their summoned slaves. Though their summons in battle are not real creatures, they do also have the ability to possess and control other living creatures.

As such, Wizzrobes make for excellent lieutenants for dark wizards and sorcerers who would wish to raise an army. This magic is innate in their race, and is of the same origins as the majority of evil sorcerers who use their powers to corrupt and control the blinoid races of Hyrule. Wizzrobes have little ambition of their own, and will gladly aid others in their quests for dominance over Hyrule. They enjoy controlling and enslaving other creatures, deriving sustenance from their draining free will.

63

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

Medium beast, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 36 (8d8 + 0)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 11 (+0) 10 (+0) 11 (+0) 10 (+0)

  • Saving Throws Dex +3, Con +2
  • Skills Perception +2, Stealth +3
  • Damage Immunities cold (White Wolfos only), psychic
  • Condition Immunities frightened
  • Senses passive Perception 14
  • Languages Understands common and old Hylian but cana't speak
  • Challenge 1 (250 XP)

Keen Hearing and Smell. The Wolfos has advaantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The Wolfos makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft, one creature. Hit: 12 (4d4 +2) slashing damage.

Howl. Each non-Wolfos creature within 200 feet of the Wolfos must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute.

64

Zora

The Zora are one of the ancient humanoid races of Hyrule. They are an aquatic species with blue skin, and webbed hands and feet. They have fins on their arms and hips, and large tail-like appendages on the backs of their heads. Their bodies are mostly smooth (with some fish-like scales on their joints) to allow for excellent hydrodynamic movement.

The Indigo-Gos of Termina.

Zora tribes and kingdoms span the world and their people 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 providing fish and other ocean resources in exchange for curios and other wonderous items found only on the surface. The Zoras rarely get involved in the armed conflicts of the land folk. Nevertheless, many Zoras answered the call of the Hylian Royal family during the Hylian Civil War. They laid down their lives to protect the Hylian monarchy.

65

Zora Royalty. Zora government is monarchical, as illustrated by King Zora XVI, the sole ruler of the Zoras in Hyrule; and Queen Rutela, the ruler of the Zoras in Termina. Queen Rutela's husband, another King Zora, died some time 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 scales. Some travelers boast having

made their way successfully to the rulers of certain River Zora societies, claiming that they

are organized into similar monarchies to the Hylian Zoras, but that their culture is based more

on piracy and violence.

Clever Crafters. Zoras are skilled artisans and craftspeople and are known to create valuable artifacts. These include unique musical instruments that are designed to function both on land and under water. They also have been known to entrust special magically enchanced breathing apparatuses on their most trusted non-Zora allies. These can take the form of enchanted Zora scales worn around the neck, and more rare Zora tunics and armor that can grant the wearer abilities nearly identical to the Zora themslves.

Zora Warriors. Zoras will not hesitate to take up arms in defense of their homes or to fight for an ally of their royal family. Zoras pefer to fight with martial weapons like spears and lances, but there are also Zora sorcerers. River Zoras tend to rely on magical attacks more than other Zora groups, and most peculiarly, have been known to throw fireballs at their enemis on land. Most Zora spellcasters rely on 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.


King Zora XVI and

his daughter,

Princess Ruto.


Zora Commoner

Medium humanoid, lawful good


  • Armor Class 12 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 25 ft., swim 50 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)

  • Skills Perception +2
  • Damage Vulnerabilities lightning
  • Senses passive Perception 10
  • Languages Common, Zora
  • Challenge 1/8 (25 XP)

Amphibious. The Zora can breath air and water.

Actions

Fins. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 10 (3d6) slashing damage.

66


Zora Warrior

Medium humanoid, lawful good


  • Armor Class 15 (half plate)
  • Hit Points 45 (7d8 + 14)
  • Speed 25 ft., swim 45 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Skills Perception +2
  • Damage Vulnerabilities lightning
  • Senses passive Perception 10
  • 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.


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 land, each creature in the line must make a DC 14 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save or half as much damage on a successful one. If used in water, no saving throw is made and each target takes 42 (12d6) lightning damage instead.

Wave of Water (2/day). Ranged Spell Attack: +10 to hit, range 200 ft., all targets in line withine range. Hit: A wall of water with dimensions up to 20 ft. by 60 ft. appears and washes as far forwards as the Zora chooses. Each creature within its area must make a DC 14 Strength saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful save.