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# Breath Of The Wild Dungeon Master's Guide
##### A Legend of Zelda Adventure By Derek H.
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##### Table Of Contents - **[ Races ](#p4)** - [ ](#p4) - [Hylian](#p5) - [Shiekah](#p6) - [Zora](#p8) - [Rito](#p9) - [Goron](#p10) - [Human](#p11) - [Deku](#p12) - [Gerudo](#p15) - **[ Backstory ](#p16)** - [Map ](#p16) - [The Calamity](#p16) - [Gods and Patrons](#p17) - [Languages](#p17) - [Currency](#p17) - **[ Items ](#p19)** - [Weapons ](#p19) - [Armor](#p20) - [Magical Armor](#p21) - [Miscellaneous Rare Items](#p22) - [Legendary Items](#p23) - **[Divine Beasts](#p26)** - [Vah Ruta](#p26) - [Vah Naboris](#p27) - [Vah Medoh](#p27) - [Vah Rudania](#p28) - **[Enemies](#p29)** - [Bokoblins](#p30) - [Moblins](#p32) - [Lizalfos](#p34) - [Octoroks](#p37) - [Keese](#p38) - [Chuchus](#p39) - [Wizzrobes](#p40) - [Yiga Clan](#p43) - [Stal Enemies](#p44) - [Malice Slime](#p46) - **[Bosses](#p47)** - [Hinox](#p48) - [Lynel](#p49) - [Guardians](#p52) - [Molduga](#p53) - [Twinmold](#p54) - [Master Kohga](#p55) - [Gyorg](#p56) - [Blizzeta](#p57) - [King Bublin and Lord Bullbo](#p58) - [Koloktos](#p60) - [Gohdan](#p61) - [Gohma](#p62) - [Girahim](#p63) - [Blight Ganons](#p64) - [Calamity Ganon](#p67) - [Dark Beast Ganon](#p68)
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\page # Hylian Y*our path seems to mirror your father's. You've dedicated yourself to becoming a knight, as well. Your commitment to the training necessary to fulfill your goal is really quite admirable. I see now why you would be the chosen one.* **-Princess Zelda** Despite the fall of the Hyrule Kingdom, the Hylian race lives on. They make their home the world over, undeterred by the calamity which upset their society years ago. Many make an honest living in villages, while others have opened ranching services to adventurers. Hardships come and go, but the Hylians stand strong, ready to push forward for the betterment of all. ### Adaptable Hylians are a humanoid race with rounded faces and pointed ears. They normally have fair skin tones, but eye color, hair color, body type, and clothing style vary widely. Hylians easily adapt to whatever environment or task they are taking on. If there is a job to do, whether farming or smithing or taming horses, a Hylian can figure out a way to equip themselves for the task. ### Under One Kingdom The Hylians homelands are the rolling plains of central Hyrule. Many villages are sprawled across the grasslands, allowing them to farm and manage their animals with ease. Through diplomacy and mutual assistance, the Hylians were able to form the Kingdom of Hyrule, bringing all other races into an alliance to protect against common enemies and bring peace. ### A Widespread People Thanks to the relationships of the kingdom from the past and their ability to adapt to most environments, Hylians can be found scattered in all areas across the land. Many put down roots wherever they are, while others wander the countryside until they find a suitable homestead. ### Ambitious Travelers Anywhere across the realm, people will be able to find a Hylian chasing their dreams. From chasing profits as a merchant, to doing their duty as a knight or mercenary, Hylians are always working hard across the world. > ##### Sheikah > Sheikah are a subrace of Hylian. They tend to be more secretive and are far less widespread across Hyrule, concentrated mainly in Kakariko Village. They have a special focus on ancient technology, and can live to be over 120 years old. ### Hylian Names Hylians have a wide range of names due to their ties across regions, but female names often end in a. **Male Names.** Agus, Beedle, Cambo, Danton, Link, Rik **Female Names.** Anju, Chessica, Gleema, Magda, Zelda ### Hylian Traits **Ability Score Increase.** Your ability scores all increase by 1. **Age.** Hylians reach maturity at age 17 and live until they are around 80 years old. **Alignment.** Hylians come from all walks of life leaving them no alignment preferences. **Size.** Hylians are the smallest of the main races of Hyrule. Few grow to be taller than 6 feet. Your size is medium. **Speed.** Your base walking speed is 30 feet. **Languages.** You speak, read, and write Common and one other language of your choice. > ##### Variant Hylian Traits > **Ability Score Increase.** Two different ability scores of your choice increase by one. > **Skilled.** You gain proficiency with one skill of your choice. > **Feat.** You gain one feat of your choice.
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\page # Shiekah The Sheikah used to have close ties to the Royal Family. Their clan was sworn to protect Hylians in general, and the Royal Family in particular. In the current era, secrecy is their way of life, even if their existence is no longer a real secret. Sheikah are sometimes called the Shadowfolk, as they have no set features by which other usually identify them, save for their red eyes. The Shiekah were also incredibly technilogically advanced. They created the Guardians and Divine Beasts. **Classes.** Sheikah are commonly Monks or Rogues. Their preferred spellcasting class is generally the Bard. Of course, as Sheikah try to integrate with Hylian society, they often adopt other classes as well. **Ability Score Increase.** Your Dexterity score increases by 1. **Darkvision.** Sheikah can see in the dark out to a distance of 60 feet, seeing in dim light as though it were bright light and pitch darkness as though it were dim light. **Speed.** Your base walking speed is 35 feet. **Shadow Arts.** You gain proficiency in Dexterity (Stealth) and Wisdom (Insight). **Lens of Truth.** At 1st level you may cast the spell Identify. You must take a short rest in order to use this again. At 3rd level you may cast the spell See Invisibility. You must take a long rest in order to use this again. > ##### Variant Race: Impa-Sheikah. > While most Sheikah remain loyal to their own, some seek to emulate the honor and piety of the old ways. These Sheikah, called Impa-Sheikah, dedicate themselves to other causes, and to protect those to whom they swear fealty. Bodyguard. You may declare someone to be under your protection. This declaration doesn't require the target to approve, but it does require a spoken oath of protection spoken in their presence. Once declared, you gain a secondary Bond which states "I will protect with my life." Additionally, whenever your see the target of your protection being attacked within your base movement distance, you may interpose yourself between your target and their attacker as a reaction. The attack roll is resolved as if it had targeted you, and you wind up adjacent to your protection target. You may not intentionally harm the target of your protection. If you unintentionally harm them, you gain disadvantage on all attack rolls, saving throws and ability checks not related to protecting your target, until you somehow atone. This requires the target of your oath acknowledging your repentance. Changing your target requires a week of meditation to revoke your old target, and then another spoken oath in the presence of your new target. Hidden Identity. No official records exist of your existence. It is also impossible to discover your identity through magical means. If you create a fake identity, such as using the Assassin subclass or Charlatan background, magical investigation reveals it to be your true identity, although investigators can make an Intelligence (Investigation) check with a DC equal to 8 + your Charisma modifier to recognize it as fraudulent.
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\page > ##### Yiga Clan > There is a small group of Shiekah who are even darker than the original clan. The Yiga love bananas and hate the Champions and Shiekah. They live in the Gerudo Highlands. Their symobl is:
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\page # Zora F*ather, are you well, I wonder....I want you to know....I have always followed my heart.* **-Mipha, Zora Champion** Mysterious and lovely creatures, the Zora are competent divers, lancers, and jewel crafters. Living within a giant statue honoring their homeland, the Zora quietly protect the world from the torrents which would swallow it whole. ### Smooth Skinned The Zora are fish-like humanoids who have smooth, scaled skin of various hues and shades. Rather than growing hair, they have fin like extremities which cause their head to resemble a shark or dolphin. Zora bodies are slender, built for aquadynamics, the men having more muscle mass while then women have gentler curves. The Zora tend to avoid clothing as a whole, opting to wear accessories instead. Headbands, necklaces, bracelets and anklets are all common among the Zora. Those who take up arms may wear sleek breast plates and bracers to help protect themselves. ### Old and New The Zora live for a very long time, and this longevity impacts their society greatly. Those who are in power among the Zora stay there for a very long time, leading to strict adherence to tradition and grudges to be held for ages. This does not stop the young from dreaming and acting to bring change to their home. There is tension between the elders and the young often over the thought of changing their ways. ### Of the Lake Zora make their home in the water systems of the eastern Lanayru Province. This region has many rivers and lakes all interconnected, along with large reservoires which the Zora protect. Their famous home of Zora's Domain is a giant sculpture, crafted from the large stores of ore located in their region. It demonstrates not only their skill as stonemasons, but their Zora pride. ### Safeguarding the Future The Zora can live comfortably in their domain for their entire lives, without the need to stray too far from their home. Some Zora may leave their land in search of adventure or to see the world, but most will only step out into the world in search of assistance against imminent disasters. Long distance travel is a problem for the Zora if they do not seek the shelter of water, as their skin will dry out over time, leading to illness and eventually death. ### Zora Names Zora names are normally quite simple, often having no more than two syllables, and female names sometimes have a melodic tone. **Male Zora Names.** Bazz, Fronk, Jiahto, Kodah, Sidon **Female Zora Names.** Dunma, Keye, Laruta, Mipha, Ruto ### Zora Traits **Ability Score Increase.** Your Wisdom score increases by 2 and your Dexterity score increases by 1. **Age**. Zora age very slowly, reaching adulthood around age 120 and living well into their 700s. **Alignment.** Due to a traditionalist mindset, Zora tend to lean towards a lawful alignment. **Size.** Zora vary wildly in height, standing anywhere from 5 to 8 feet tall. Your size is medium. Over the centuries, some Zora can grow to be Large sized, up to 16 feet tall. **Speed.** Your base walking speed is 30 feet. You have a swimming speed of 40 feet. **Languages.** You speak, read, and write Common and Zora. **Amphibious.** You can breathe air and water. **Of the Lake.** You are immune to the negative effects of a deep underwater environment. You have Darkvision 120 feet and can see normally in underwater darkness out to 60 feet. **Slippery.** You have advantage on escape attempts against grapples and restraints. **Soaked Skin.** You are vulnerable to lightning damage, and you are considered to have only drunk half enough water or less on any day you do not fully immerse your body in water. **Zora's Grace.** You have advantage on saving throws against being charmed.
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\page # Rito V*ery few can achieve a mastery of the sky. Yet I have made an art of creating an updraft that allows me to soar. It's considered to be quite the masterpiece of aerial techniques, even among the Rito.* **-Revali, Rito Champion** From the western hinterlands known as the Tabantha Frontier, the Rito live in their modest village of huts and boardwalks, clinging to the side of a great rocky spire among valleys of coursing winds. Here the Rito hunt and play in the great blue sky. ### Feathered Folks The Rito are sometime referred to as birdfolk by the other races. Their plumages come in a wide range of colors. Behind their crests, their hair grows long and wild, and many keep theirs in braids. Their appearances vary greatly, but males tend to have cool colored plumage while women have warm colored feathers. Their feathers provide a great deal of insulation, protecting them from the cold of their homeland. These avian people tend to wear very light armour in battle or simple pieces of cloth and leather for clothing, preferring less restricting garments to allow them to fly. ### Prideful Warriors The Rito are masters of aerial combat, combining skillful flight with archery to create a truly astonishing battle style. Together they defend their home from any threats, no matter the odds. Most male Rito attempt to reach perfection in archery and flight, while female Rito strive for perfection in singing, cooking, or other pursuits. Their tribe is led by a hereditary chieftain. Within the Rito culture, history is passed down through song and verse and their elders are revered with respect. For these people, to fly high in the sky is the greatest pleasure of all. When unable to do so, depression may set in for a Rito. ### Life on the Frontier The Rito make their home in Rito Village, located in the Tabantha Frontier. This mountainous region is dotted with lakes, canyons and evergreen trees. Cold winds caress the land year round, making the nights especially cold for travelers. ### What Makes a Hero All their lives, Rito hear of the feats of heroes from the past and are encouraged to be like them. This leaves a burning passion for Rito to walk the path of a hero, and discover what that entails for themselves. ### Rito Names The Rito have a wide range of names which tend to make avid use of e's and i's, generally no longer than 3 syllables. **Male Rito Names.** Harth, Kaneli, Mazli, Nekk, Teba, Verla **Female Rito Names.** Amali, Bedoli, Cecili, Laissa, Medli ### Rito Traits **Ability Score Increase.** Your Dexterity modifier increases by 2 and your Wisdom score increases by 1. **Age.** Rito reach maturity at age 15 and live to about 70. **Alignment.** The Rito are a people of honour and move to protect those in need with little prompting. They lean towards a good alignment. **Size.** Rito men stand just below 6 feet tall, while women reach just above 5 feet on average. **Speed.** Your base walking speed is 25 feet. **Languages.** You speak, read, and write Common and Rito. **Brave.** You have advantage on saving throws against fear. **Flight.** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. (If you are using the optional encumbrance rules, you cannot use this speed while encumbered.)
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\page # Goron J*ust look at all those delectable rocks sprinkled on those mountains. I may not know a whole lot about this Calamity Ganon thing but mark my words, I'll protect this land of ours to the death.* **-Daruk, Goron Champion** Boisterous and powerful, the Gorons of Death Mountain carry a zeal for brotherhood like none other. These behemoths value strength and determination above all else. A love for metal work, mining and friendly competition amongst themselves are all keystones to Goron culture. ### Rocky and Robust Gorons are a large race of humanoids with massive arms and bodies, along with short but powerful legs. Their fists are often larger than their heads. They live on a diet of rocks, causing rocky growths to appear on their bodies, concentrated on their backs. Their rotund bodies also allow them to roll themselves into balls and travel at high speeds. Gorons tend to wear minimal clothing. Most gorons wear durable, twisted fabric loincloths which are surprisingly fire resistant. They will also wear work helmets and or pieces of armour where appropriate. ### Mountain Dwellers Gorons hail from Death Mountain, a volcanic mountain in the north. Thanks to the volcanic activity, rocks and minerals are plentiful and the Gorons have developed near perfect resistance to the extreme heat. ### The Goron Brotherhood The Goron are a genderless race, as males and females are indistinguishable. Instead everyone is known as a brother, and live in a brotherhood. They take great pride in their physical strength and enjoy testing their might against one another. Though they train and work hard, the Gorons also know how to relax in style, making use of hot springs. ### Protection of Lands The Gorons are a very hearty and accepting race, but to a threat against their home, they are staunch protectors. If a threat looms over their lands or their allies, they will set off on adventure to protect those in need. ### Goron Names Goron names are fairly simple, having a guttural tone to them when spoken. Each syllable of the name should be stressed separately, rather than flowing smoothly. **Goron Names.** Aji, Bargoh, Bludo, Daruk, Fugo, Krane, Pyle, Rogaro, Rohan, Slergo, Tanko, Trey, Volcon, Yunobo ### Goron Traits **Ability Score Increase.** Your Strength score increases by 2 and your Constitution score increases by 1. **Age.** Gorons reach maturity at around age 20 and live to be about 90, though they can have children well into old age. **Alignment.** Gorons generally have a laissez-faire approach to life, leading them towards neutral and chaotic alignments. **Size.** A fully grown Goron stands above 7 feet tall and weighs nearly a ton. Your size is medium. **Speed.** Your base walking speed is 25 feet. **Languages.** You speak, read, and write Common and Goron. **Heavy Build.** You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and what mounts or vehicles you can ride. **Rock Gut.** You can consume rocks to satisfy your hunger. **Lava Adaptation.** You are resistant to fire damage, and you are immune to the negative effects of a hot environment. In addition, you can ignore fire damage from lava for a number of consecutive rounds equal to your Constitution modifier. **Stoneskin.** Your AC is equal to 13 + your Constitution modifier. You can use this AC while armored if it is better than the armor, and you can still gain the benefits of a shield. **Curl.** You can spend 5 feet of movement to Curl or Uncurl. While Curled you have advantage on Stealth checks while in rocky terrain, ranged attacks against you have disadvantage, your walking speed becomes a Rolling speed of 40 feet, and you can take no actions other than Dash, Hide, or Ram. **Ram.** If you move at least 10 feet straight toward a target while Curled, you can attack it with an Unarmed Strike. If it hits, the target takes an additional 2d6 damage. This increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. If the target is a creature, it must succeed on a Strength saving throw with a DC of 8 + your Proficiency bonus + your Strength modifier or be knocked prone. **Stone Diver.** You are unable to swim, sinking in water like a stone. You are able to hold your breath for a number of hours equal to your Constitution modifier.
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\page ## Human Humans are the most common people found in Hyrule and its neighboring countries. In the ancient past, humanity was reduced down to only a few hundred individuals, but time has allowed them to flourish and fill all four corners of the world. ### Every Shape and Size The Humans of the Legend of Zelda universe come in a huge variety of shapes, sizes, and color. There is no “typical” where it concerns humans. Size and weight will run anywhere from five to six feet in height, and anywhere between 120 to 300 pounds, with numerous outliers. There are, however, some regional differences. Despite these differences, many humans share traits with two or more subraces, hinting at a time when these people were at peace. ### A Diverse, Divided People Humans are one of the most adaptable races in the world. When the Cataclysm sank Hyrule beneath the Great Sea, humanity flourished on islands that were once mountaintops. When the sea fell away, humans returned to their old ways on the land in no time at all. ### World Settlers Traditionally the various tribes of Humans have governed themselves through monarchies and dictators on the higher end of society. The great and powerful are expected to do what is right for their subjects, and on the lower end of government the people of various cities, clans, and villages found their own favored form of self-rule, sometimes through village elders, and sometimes through real democratic rule. With the century of change however, there is a growing sense of national identity among the various human collectives. This has led to at least one Republic at Lon Lon, and perhaps more on the horizon. ### Power, Wisdom, Courage Being so diverse a people, is it any wonder that Humans possess the most varied reasons to adventure? Their reasons often echo the Triforce itself. Some seek power, over others or over themselves. Some seek out knowledge and mysteries, to expose, collect them, or manipulate others with them. And some merely have the courage to take up a cause that is greater than themselves to either save or doom the world. ### Human Traits **Ability Score Increase.** You may add +1 to two different ability scores of your choice. **Age.** Humans reach adulthood in their late teens and usually live less than a century. **Alignment.** Hylians can be any alignment. Gerudo tend to be drawn to extremes and are very rarely Neutral, while Sheikah are usually Lawful, although exceptions exist. **Size.** Humans are medium. **Speed.** Your base walking speed is 30 feet. **Languages.** Humans speak the language of their home country (usually some form of Hylian), plus one other. Humans generally learn the languages of those they deal with, including obscure dialects. Examples include Goron, Zora and Moblin.
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\page # Deku The Deku are the spirits of forests and swamps. While some come under the care of specific deities such as the Great Deku Tree, others organize into tribes and live the same as mortal races. Dekus are not a common sight outside of their homes, but are not so uncommon that they would be mistaken for monsters. ### Root, Tree, Acorn All creatures of the forests who are considered Dekus are plants. They evolved as spores and offspring of the original Great Deku Tree, but that is where their physical similarities end. While they each have bark for skin and leaves for hair, there is an enormous divide between the small, beech-like Koroks, and the darker, oak-skinned Deku Scrubs. Kokiris don’t even appear to be plants, but rather like small Hylian children. Their appearance is as varied as nature itself. ### Speak For The Trees The various Dekus are often described as being childlike in stature, but it is also true that they are childlike in nature. This can be both boon and bane for the Dekus. They are often quick to trust others, and slow to forget a slight. They are, consequently, fey-like in their thinking, always conscious of the present, often the past, and never the future. Dekus tend to live for the moment, preferring the excitement and energy of spontaneity to the humdrum of tradition or “caution”. Still, Dekus will rarely do something outright stupid just because it is right in front of them, and they are almost never selfish. Empathy defines the Deku, and it is this empathy that allows them to connect with others so readily. ### Under The Canopy While many Hylians mark the great green swaths of the eastern parts of their maps the “Deku Kingdoms”, the use of both words in such a context is criminal. The Deku Kingdoms are neither entirely Deku, nor are there any kingdoms. There are over a dozen villages and clans out in the Deku Woods run by Mayors and Elders and, yes, even Kings, some who actively despise one another as only distant relatives trapped in close proximity can. The Deku Scrubs prefer the denser, wetter regions in the south, while the Kokiri prefer the northern reaches, where stony highlands give them both a view and material for homes without needing to harm the forests for much wood. The Koroks build leafy homes in the tops of the trees, and generally attend to the needs of the Deku Tree, the Deity-Sovereign and Guardian of the forest, the only true uniting force between the Dekus. He is treated as an elderly, wise grandfather, and as a neutral party between Dekus who are having disputes. ### Want to See the Light Much like Zora’s Domain, the Deku Woods can be quite dull at times, if a very lovely dull. While most Dekus believe leaving the forest will result in their deaths, some have decided to chance this and strike out on their own, in order to see more of the world and whatever else lies in it. Some have actually gone so far as to found a second Deku Wood, far to the north of Hyrule. Most Deku Scrubs and Koroks will adventure because they were commanded to by their village leaders or the Deku Tree himself, respectively. But some, like the Kokiri, will adventure out of the Woods because the world is there! And someone needs to see it! ### Deku Traits **Ability Score Increase.** Your Wisdom increases by 2. **Age.** Deku can live forever, barring accidents. **Alignment.** Deku tend towards Neutral naturally, while those raised by the Great Deku Tree tend towards Good. **Size.** Deku are small. **Speed.** Your base walking speed is 25 feet. **Natural Being.** Deku are part of the natural world. Beasts, plants and other natural creatures generally react to them one step more positive than normal. Additionally, Deku enjoy Advantage on Wisdom (Survival) checks made within heavily forested areas. **Languages.** Deku speak the language of the forest, Fey, as well as Common. **Subraces.** Deku seem to have had the oddest development of any race, combining magic, evolution, and divine protection into three separate Deku races.
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\page ## Kokiri The Kokiri are the children of the Deku Tree. While in truth they resemble humanoid plants, they are constantly veiled in a deific illusion that makes them resemble the children of Hylians. Many Kokiri don't even realize this isn't their natural appearance. ### Kokiri Traits **Ability Score Increase.** Your Dexterity increases by 1. **Type.** Plant (Deku). **Natural Illusion.** Kokiri are surrounded by an effect that resembles a Disguise Self spell, although it isn't magical, but instead the divine will of a god. The illusion is fully tactile, and even produces body heat appropriate to a small Hylian. True Seeing or similar magic can pierce it, however, revealing the Kokiri's true nature. **Fade Away.** Kokiri can become translucent as an action, becoming effectively (although not truly) invisible. This camouflage is far from perfect; moving or taking any action that isn't purely mental causes them to become visible again. This ability is explicitly magical and won't work in an antimagic field. **Fairy Companion.** Every Kokiri shares a spiritual bond with a Fairy. Said Fairy has half the Kokiri's maximum hit points, and uses the Kokiri's mental ability scores in place of its own. The Fairy acts on its own initiative count, but is unable to attack or cast spells on its own. The Kokiri and Fairy may communicate telepathically within a range of fifty feet. The Fairy is not truly an individual, but instead an extension of the Kokiri's soul, although the two often don't have identical personalities. A single Raise Dead spell is enough to restore both to life. If a Fairy Companion dies while its Kokiri survives, the Fairy reforms after a month. A Find Familiar spell can imbue a Kokiri's Fairy Companion with all of the abilities of a familiar, except the ability to change its form or banish it to a pocket dimension. ## Korok The Korok are the true forms of the Kokiri. They are ambulatory plants resembling small trees. They do not have faces or any other identifying features beyond the coloration of their bark and leaves, so they tend to wear masks. ### Korok Traits **Ability Score Increase.** Your Charisma is improved by 1. **Type.** Plant (Deku). **Hover Leaf.** Korok cannot naturally fly. However, they are capable of building wondrous flying devices out of natural materials. The Hover Leaf requires a week of work. One finished, it may be used to fly at a speed of 20 feet, up to an altitude of five hundred feet, for one hour before requiring refueling. While piloting the Hover Leaf, a Korok may hover and turn perfectly, as if walking on the ground. Hover Leaves may only be used by the Korok who built them. They can be refueled simply by watering them or allowing them to soak in water for a few minutes. It takes one gallon of fresh water to completely refuel a Hover Leaf. Hover Leaves have an Armor Class of 14 and 5 hit points. A Korok may repair a damaged Hover Leaf by 1 hit point per day of work, although if a Hover Leaf is completely destroyed the Korok must build a new one. **Speak With Plants.** Korok can communicate with plants as if casting the Speak with Plants spell. This ability is always active and isn't actually magical. **Natural Botanist.** Koroks have Advantage on Intelligence (Nature) checks regarding plants. They also gain Advantage on any checks related to giving care to a plant, such as Wisdom (Survival), or even Wisdom (Medicine). ## Deku Scrub Deku Scrubs are also ambulatory plants, although they're only distantly related to Koroks. Deku Scrubs usually have dark bark, and spring or autumnal leaves. They have yellow or orange eyes, and a combined mouth/nose structure. ### Deku Scrub Traits **Size.** Most Deku Scrubs are small. However, some can grow to be medium or even large. The stats here are for small Deku Scrubs. **Ability Score Increase.** Your Constitution score increases by 1. **Type.** Plant (Deku). **Speed.** Deku Scrubs have a burrow speed of 10 feet, and a walking speed of 25 feet.
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\page **Symbiosis.** Deku Scrubs grow large flowers called Deku Flowers, specifically bred to allow a Deku Scrub to climb into them. While inside a Deku Flower, a Deku Scrub doesn't require food or water as long as the flower is healthy. Deku Scrubs gain Advantage on Dexterity (Stealth) checks to remain undetected inside a Deku Flower. A single adult Deku Flower can only hold one Deku Scrub, no matter its size. It takes a week for a Deku Flower to grow to maturity. They prefer damp soil and grow best in swamps or near rivers and lakes. **Launch.** Deku Scrubs can burst out of a Deku Flower high into the air. As an action, they may make a Strength (Athletics) check to perform a high jump, and add 20 feet to the end result. **Glide.** Deku Scrubs are very light, and can use their foliage to glide through the air at a speed of 15 feet per round. Each 15 feet forward also includes 5 feet of downward movement. **Nut Spitter.** Deku Scrubs spit nuts at enemies as a natural defense. This is a ranged natural attack that deals 1d4+Dexterity bludgeoning damage. Deku Scrubs only have enough nuts to spit ten times per day before their supplies are exhausted, although they can grow new nuts up to their capacity as part of a long rest. **Flexible.** Deku Scrubs are incredibly flexible, capable of squeezing into spaces less than a foot across if they need to. Spending longer than a minute in such a tiny space will take its toll, however - every minute spent in a space smaller than its head, a Deku Scrub must make a DC 12 Constitution saving throw or take one level of fatigue. Each successful save increases the DC by 1. Each time a save is failed, the DC resets back to 12.
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\page # Gerudo M*y name is Riju, descendant of the royal line and leader of the Gerudo people! With the power of the heirloom passed down in my family, I shall calm the Divine Beast Vah Naboris. Ancestors of the Gerudo! Answer my call! Aid me in this task!* **-Riju, Gerudo Chief** The highly exclusive race of warrior women from the Gerudo desert are a sight to behold. As beautiful as they are deadly, the Gerudo march into combat with passion and drive. They may not live as long as the other races of Hyrule, but they will live life to its fullest because of this. ### Tanned and Fiery The Gerudo have dark, tanned skin often paired with hair of fiery hues, red being the most common. They have pointed ears and pronounced pointed noses as defining facial features. Their large, sharp eyes offer an enchanting glare, which they often accentuate through the use of make-up. The Gerudo women are proud of powerful bodies and dress accordingly, wearing long, light flowing fabrics, often showing their midriffs and golden jewelry adorned with gemstones. This theme carries on to their weaponry, as the Gerudo often adorn their signature scimitars, spears and bows in the same manner. ### An Amazonian Society It is extremely rare that a Gerudo woman bears a male child. This has lead to a unique culture of sisterhood within the Gerudo. Despite being a race almost exclusively of women, they require males as mates which lead many Gerudo women to travel outside the walls of their capital of Gerudo Town to find mates. Within their oasis capital, the Gerudo bar all men from entering their home. Despite this, men from all around will attempt to enter their city only to be turned away time and time again by their skilled guards. The Gerudo have detached themselves from the religions of the land, focusing on spirituality through honouring their ancestors and the Divine Beast Van Naboris. ### People of the Desert The Gerudo hail from the desert which is their namesake, the Gerudo Desert. The harsh sands are hellishly warm during the day and frigidly cold at night, often plagued by sandstorms and at sometimes lightning storms. Despite these seemingly inhospitable conditions, the Gerudo have flourished. Sport and transportation for the Gerudo comes in the form of the native sand seals. Surfing behind the beasts is a popular competition amongst the women of the sands. ### In Pursuit of Dreams Gerudo women have an adventurous heart, many heading out from their capital city of Gerudo Town in search of fame, fortune and romance. Their home may offer many things, but there are some goals which it cannot satisfy as well. A Gerudo will travel in search of these unmet wants and needs. ### Gerudo Names Gerudo names tend to contain two or three syllables with many a's and o's. Only one male name is known, Ganondorf, while there are many female names in their dialect. **Female Names.** Ashai, Babi, Barta, Buliara, Dalia, Fegran, Furosa, Kyra, Leena, Lukan, Malena, Padda, Saula, Tali ### Gerudo Traits **Ability Score Increase.** Your Charisma score increases by 2 and your Constitution score increases by 1. **Age.** The Gerudo reach maturity around the age of 16 and live into their mid 70's. **Alignment.** Many Gerudo live ambitiously, but still hold themselves to the laws and traditions of their tribe. They have a tendency towards lawful or neutral alignments, but carry the mischeivousness of a chaotically alligned individual. **Size.** They stand tall, on average reaching taller than 6 feet, with wide-set hips and naturally well toned bodies. Should a male be born into their society, it is rumoured he would stand at least 7 feet tall with a powerful build. Your size is medium. **Speed.** Your base walking speed is 30 feet. **Languages.** You speak, read, and write Common and Gerudo. **Gerudo Diplomacy.** You have proficiency with your choice of the Persuasion or Intimidation skill. **Toughness.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. **Endurance.** You require half as much water as normal, and you are immune to the negative effects of a hot environment. **Weapon Training.** You have proficiency with glaives, scimitars, spears, and shortbows.
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\page # Backstory ## Map
## The Calamity 100 years ago, Hyrule was attacked abruptly. Calamity Ganon struck and took control of all of the Shiekah Guardians. The guardians attacked Hyrule with no remorse. The princess of Hyrule, the young Zelda, was able to seal the Calamity inside Hyrule Castle, but its Malice still roams. As do the Guardians. There were 4 other kingdoms that survived and 8 regions of Hyrule. ### Hebra and the Rito Hebra lies in the Northwest and houses the Rito. The Rito are an avian race who live near the Divine Beast Vah Medoh. Vah Medoh was piloted by a prized Rito named Revali before the beast and Rito Champion were taken over by Windblight Ganon. Today, the Rito stick to the mountains and stay hidden from the Calamity. ### Eldin and the Gorons Eldin lies in the North and houses the Gorons. The Gorons are a race that live on rocks. They live in hot climates and mountains and eat rocks. The largest cluster of Gorons live near Death Mountain and the Divine Beast Vah Rudania. Vah Rudania was piloted by a popular Goron named Daruk before the beast and Goron Champion were taken over by Fireblight Ganon. Today, the Gorons mine in Death Mountain and stay hidden from the Calamity. ### Akkala Akkala lies in the Northeast and houses many races. A Shiekah scientist lives in northern Akkala and it is used as a calmer area for races that wish to visit the Gorons without hurting themselves. It has some wetlands, but few races actually call it home.
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\page ### Lanayru and the Zora Lanayru lies in the East and houses the Zora. The Zora are an aquatic race who live in the wetlands and waterfalls near the Divine Beast Vah Ruta. Vah Ruta was piloted by the Zora princess named Mipha before the beast and Zora Champion were taken over by Waterblight Ganon. Today, the Zora live in a valley by waterfalls and stay hidden from the Calamity. ### Necluda Necluda lies in the Southeast and houses both humans and Shiekah. The Shiekah are refuged in Kakariko Village, one of the longest lasting towns still around in Hyrule. Humans also roam the ruins all around the area. There are many wetlands around. ### Faron Faron lies in the South and is filled with forests and wetlands. Humans inhabit the ruins around and sometimes Yiga Clan members prowl the area. There isnt much going on in these forests, but they are full of mysteries. Some say that the Divine Dragon Farosh likes to roam in this area. Many travel here just to catch a glimpse of the dragon and use Faron as a way to worsip it. ### Gerudo Desert The Gerudo Desert lies in the Southwest and houses the Gerudo. The Gerudo are an Amazonian race who live in the sands and ruins near Divine Beast Vah Naboris. Vah Naboris was piloted by the Gerudo queen Urbosa before it was taken over by Thunderblight Ganon. TOday, the Gerudo live in a closed off city in the middle of the desert and stay hidden from the Calamity. ### Hyrule and the Hylians Hyrule lies in the center of the kingdom and houses the Hylians. The Hylians are an Elvish race who live in the vallies and plataus near Hyrule Castle. The king, Rhoam Bosphoramus Hyrule, found the chosen hero, Link, and set him as the Royal Champion and protector of his daughter, Zelda. Link weilded the Blade of Evil's Bane and Zelda weilded the magical prowess to contain the Calamity. ### The Lost Woods and the Deku The Lost Woods are in Northeastern Hyrule and house the Great Deku Tree. The Deku Tree acts as a home, guardian, and diety to the Deku folks which live in and around it. The is a misty labryinth that leads to the tree that tricks and kills many weary and unknowing travellers.
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\page ## Gods and Patrons ### Hylia Hylia is the most commonly worshiped goddess in Hyrule. She is the Neutral Good Goddess of Life, Light, and the Sky. Her Clerics often have the Life, Light, or Protection Domain, and her Paladins often take the Oath of Devotion or Redemption. She can also be Patron to Celestial Warlocks. ### The Golden Goddesses The Golden Goddesses are mostly forgotten in this age, but studiers of archaic lore may still know of them and follow them. They may be worshiped as a group or individually. Their Clerics often have the Arcana, Knowledge, Life, or Light Domain, and their Paladins often take the Oath of Devotion. They can also be Patrons to Celestial or Seeker Warlocks. Din is the Chaotic Good Goddess of Power, Fire, and the Seasons. Her Clerics often have the Forge, Trickery, or War Domain, and her Paladins often take the Oath of Vengeance. She can also be Patron to Fiend Warlocks. Nayru is the Lawful Good Goddess of Wisdom, Water, and Time. Her Clerics often have the Protection or Tempest Domain, and her Paladins often take the Oath of the Crown or Redemption. Farore is the Neutral Good Goddess of Courage, the Wind, and Secrets. Her Clerics often have the Nature Domain, and her Paladins often take the Oath of the Ancients. She is also followed by some Druids, and can be Patron to Archfey Warlocks. ### Demise Nobody worships Demise, at least not openly. Also largely forgotten in this age, Demise is the Neutral Evil God of Destruction and Malice whose hatred was reborn as the Calamity Ganon. His Clerics often have the Death, Madness, or War Domain, and his Paladins often take the Oath of Conquest, or are Oathbreakers. He can also be Patron to Fiend or Hexblade Warlocks. ### The Great Fairies There are four Great Fairies scattered around Hyrule living in sacred groves. Any of them can be a Patron to an Archfey Warlock. ### The Dragons There are three ancient dragons located around Hyrule: Dinraal, Naydra, and Farosh. Each one is the avatar of one of the Golden Goddesses, and can be Patron to the same types of Warlock as their respective deity. ### The Great Deku Tree The Deku Tree is the patron diety of all Deku. The Koroks use the tree as a home and guardian. The Kokiri worship the tree because it protects them. The Deku Scrubs worship the tree because it gave them life. The Great Deku Tree is immortal and lives in the center of the Lost Woods. Deep inside of it, the Hero of Time was able to pull Farore's Emerald from the Deku Tree. ## Languages ### Standard Languages | Language | Typical Speakers | Script | |:----:|:-------------:|:------: | Common | Hylians, Humans | Common | | Gerudo | Gerudo | Common | | Goron | Gorons | Common | | Rito | Rito | Common | | Zora | Zora | Common | ### Exotic Languages | Language | Typical Speakers | Script | |:----:|:-------------:|:------: | Celestial | Gods | Ancient | | Draconic | Dragons | Ancient | | Moblin | Monsters | Moblin | | Shiekah | Shiekah, Constructs | Ancient | | Sylvan | Deku, Fairies | Ancient | ## Currency ### Rupees | Color | Worth | |:----:|:-------------| |Green | 1 rp | | Blue | 5 rp | | Red | 20 rp | | Purple | 50 rp | | Silver | 100 rp | | Gold | 300 rp |
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BACKSTORY
\page # Items ## Weapons ````` ### Ancient Weapons *Weapon (any melee), Rare* You have a +2 bonus to attack and damage rolls made with this magic weapon. This weapon deals radiant damage instead of its normal damage type. ### Ancient Arrow *Ammunition (arrow)* *Uncommon (1,000rp)* This ammunition is destroyed when used; it cannot be recovered. You have a +1 bonus to attack and damage rolls made with this magic arrow. A creature hit by this arrow takes an additional 4d6 radiant damage and 2d6 thunder damage, and all creatures in a 5 ft. radius must make a DC 18 Dexterity saving throw or take 1d6 radiant damage. A nonlegendary creature hit by this arrow is reduced to 0 hit points and its body is destroyed. ### Bomb Arrow *Ammunition (arrow) Mundane (100rp)* This ammunition is destroyed when used; it cannot be recovered. A creature hit by this arrow takes an additional 2d6 fire damage and 1d6 thunder damage, and all creatures in a 5 ft. radius must make a DC 13 Dexterity saving throw or take 1d6 fire damage. A creature hit by this arrow must make a Strength saving throw with a DC of 10 plus half the damage dealt or be knocked prone. Large creatures have advantage on the save; Huge, Gargantuan, or Legendary creatures automatically succeed. ### Fire, Ice, or Shock Arrow *Ammunition (arrow) Common (50rp)* A target hit by this magic arrow takes an additional 1d6 fire, cold, or lightning damage. This damage increases to 2d6 if fired from a magic bow. ### x3 Ancient Bow *Weapon (shortbow or longbow) Legendary (requires attunement)* You have a +3 bonus to attack and damage rolls made with this magic bow. Piercing damage dealt by attacks made with this weapon is dealt as radiant damage instead. Each piece of ammunition loaded into this weapon is tripled. When you make an attack with this weapon, make three attack rolls instead of one. The same piece of ammunition is used for all three attack rolls. All three attack rolls must target the same or adjacent targets.
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\page ### Flame, Frost, or Thunderblade *Weapon (longsword or greatsword) Rare or Very Rare* You have a +1 bonus to attack and damage rolls made with this rare magic longsword, or +2 with this very rare magic greatsword. A target hit by this longsword takes an additional 1d6 fire, cold, or lightning damage, or 2d6 if it is a greatsword. With concentration, you can cause the blade to be sheathed in its element. In this way a Flameblade can be used to keep warm or to ignite flammable materials, for example. ### Lizal Boomerang *Weapon (scimitar), Mundane (30gp)* This scimitar has the thrown property with a range of 20/60 ft. It returns to your hand at the end of the turn it was thrown if there is a clear path. ### Korok Leaf *Weapon (fan), Uncommon* When you attack with this weapon, a line of strong wind 15 feet long and 5 feet wide blasts from you in a direction you choose. Each creature in the line must succeed on a DC 13 Strength saving throw or be pushed 10 feet away from you in the direction of the line. Large creatures have advantage on the save; Huge, Gargantuan, or Legendary creatures automatically succeed. The wind disperses gas or vapor and extinguishes unprotected flames in its area. ### Switch Hook* *Wondrous Item, Rare* As an action, make a ranged attack targeting a creature or object you can see within 60 feet of you. (A very rare version exists with a range of 120 feet.) If the attack hits, you and the target instantly trade places. If you or the target would enter a space too small to occupy, the Switch Hook has no effect. ### Hookshot and Longshot *Wonderous Item, Rare* As an action, make a ranged attack targeting an object you can see with 60 feet of you. (The longshot goes up to 120 feet.) If the attack hits, you begin being pulled toward the object at a speed of 60 feet. ## Armor ``` ### Flamebreaker Armor *Armor (plate), Uncommon* While wearing this armor, you are resistant to fire damage and immune to nonmagical fire damage except from lava. ### Snowquill Armor *Armor (leather), Uncommon* While wearing this armor, you are resistant to cold damage and immune to nonmagical cold damage.
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\page ### Ancient Armor *Armor (half plate or plate) Legendary (requires attunement)* While wearing this armor, you have a +3 bonus to AC. This bonus is in addition to the armor's normal bonus to AC. While wearing this armor you deal 1.5x damage with Ancient Weapons, and you gain damage resistances: fire, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons. The smoothly articulated gears and joints in this armor do not give disadvantage on stealth checks. ### Stealth Armor *Armor (leather), Uncommon* While wearing this armor, you have advantage on Stealth checks, and you can Hide as a bonus action. ### Zora Armor *Armor (studded leather), Rare* While wearing this armor, you have a +1 bonus to AC. This bonus is in addition to the armor's normal bonus to AC. While wearing this armor, you have a swimming speed equal to your base walking speed and can breathe water as well as air (if you are a Zora, your racial swimming speed is doubled), and you can swim against currents and even up waterfalls as though they were standing water. ``` ### Gerudo Armor *Armor (studded leather), Common* While wearing this armor, you are immune to the negative effects of a hot environment. ### Rubber Armor *Armor (leather), Uncommon* While wearing this armor, you are resistant to lightning damage and immune to nonmagical lightning damage. ### Spiked Boots *Boots, Mundane (10rp)* While wearing these boots, your walking speed is reduced by 5, but you are unaffected by nonmagical difficult terrain. ### Iron Boots *Wondrous item (boots), Common* While wearing these boots, your speed is reduced to 15 and you sink like a stone in water. However, you are immune to being knocked prone or forced to move.
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\page ### Barbarian Armor *Armor (padded), Rare* While wearing this armor, the user can land crits on 17-20 and get an extra 1d6 bludgeoning damage on melee attacks. ## Magical Armor `` ### Pegasus Boots *Wondrous item (boots) Very Rare (requires attunement)* While you wear these boots, you can use a Bonus Action and click the boots' heels together to gain the effects of a haste spell until you click your heels together again to end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest. If you move at least 20 feet straight toward a target while under the boots' magical effect and then hit it with a melee Attack on the same turn, the attack deals an extra 2d6 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If it is an object or structure, the attack deals double damage. ### Hover Boots *Wondrous item (boots), Uncommon* While wearing these boots, you can walk horizontally on open air for up to 20 consecutive feet. You fall at the end of this distance or at the end of the turn if you are still in the air and nothing else is holding you aloft. ``` ``` ### Power Gauntlets *Wondrous item (gloves) Rare (requires attunement)* Your Strength score is 19 while you wear these gauntlets, unless your Strength score was already higher. While wearing these gauntlets, you double the weight when determining your carrying capacity and the weight you can push, drag, or lift, and you deal double damage to objects and structures. ### Thunder Helm *Armor (helmet), Rare* While wearing this helmet, you and all friendly creatures within 20 feet are immune to lightning damage. ## Mscellaneous Rare Items ### Paraglider *ool, Mundane (1,000rp) While holding this glider in both hands, you fall at a rate of 30 feet per round, and can move laterally at four times your falling rate. You can draw your Paraglider as a reaction. ### Roc's Feather *ondrous Item, Common* As a bonus action while holding this feather, you can fly up to 10 feet without provoking opportunity attacks.
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\page ### Magic Potion When you drink this potion, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than the result on the dice rolled, and none of the slots can be 6th level or higher. For example, if you roll a 2, you can recover either a 2nd-level Spell Slot or two 1st-level Spell Slots. If you are a Warlock, you regain a set number of Spell Slots instead, as shown on the table. Magic Potions have no effect if you have not finished a short or long rest since last drinking one. | Potion | Rarity | Price | Slots | Warlock Spells |:----:|:-------------|:----|:---------|:------| | Magic | Common | 50rp | 1d4 | 1 | | Greator Magic | Uncommon | 100rp | 2d4 | 1 | | Superior Magic | Rare | 500rp | 4d4 | 2 | | Supreme Magic | Very Rare | 5,000rp | 8d4 | 4 | ### Travel Medallion *Wondrous Item, Very Rare* You can use this medallion to register any location as a Fast Travel waypoint with a Sheikah Slate. You can only have one such location registered at a time. ``` ``` ## Legendary Items `` ### Hylian Shield *Armor (shield), Rare* While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Any time you are targeted by a ranged attack, a Magic Missile spell, a line spell, or a spell that requires a ranged Attack roll while holding this shield, you can spend your reaction to roll a d6. On a 1 to 5, you are unaffected by the attack or spell. On a 6, you are unaffected, and the effect is reflected back at the source as though it originated from you, turning the source into the target. ### Champion's Tunic *Armor (leather), Very Rare* While wearing this tunic, the wearer gets an AC of 16 while the armor feels and acts like leather. The wearer can also see the health of non-boss enemies. ## Sheikah Slate *Wondrous Item, Legendary* Sheikah Slates are tablets of ancient technology that use runes to cause various magical effects. They can also interface with ancient technology such as Shrines and Divine Beasts. A Sheikah Slate starts with only the Camera, Album, Map, Scope, and Compendium runes unlocked. Further runes can be unlocked via research at Tech Labs or in ancient Shrines. The Sheikah Slate must be held in both hands to use any of its runes. You can only activate one rune per turn, even if you have extra actions. ### Camera and Album You can use these runes to take photographs and to view photographs you have taken, respectively.
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\page ### Map and Scope The Map rune stores a map of Hyrule, which you can use to check your relative position to known landmarks. The map view also includes a clock and a thermometer. The Scope rune can be used as a spyglass. You can place a pin on a location you can see through the Scope, and that pin will appear on the Map. You can store up to 4 pins at a time. ### Compendium You can use this rune to keep track of descriptions and statistics of items and creatures you have encountered. ### Sensor As an action, choose an object or creature you have registered in the Compendium, or a pin you have placed on your Map. Until you dismiss the effect as a bonus action, each time you move you know whether you are getting closer to or further from that pin, or the closest instance of that creature or object if there is one within 1,000 feet of you, otherwise you know the target is too far away to sense (there is no maximum range for sensing a map pin). You must use two hands to activate this rune or to dismiss its effect, but the effect persists even while not holding the Sheikah Slate. ### Cryonis Choose a 10 foot square of water you can see within 120 feet of you and spend an action. A 14 foot tall pillar of ice rises from the surface of this water, remaining stationary even if the water is moving. The sides of this pillar are rough and easy to climb. The pillar persists for one minute, until it takes any fire damage, or until you destroy it as a bonus action, at which point it melts into water. Also, if you create a fourth pillar, the oldest pillar of the current three melts into water. You must use two hands to activate this rune or to destroy a pillar, but the pillars persist even while you are not holding the Sheikah Slate. ### Magnesis As an action, you cause the effects of a telekinesis spell. The target object must not be held or worn by a creature, and must be made primarily of metal. ### Fast Travel As an action, you disintegrate into particles of magical blue light. These particles fly at 530 feet per round (one mile per minute), passing through any barriers in the way, bringing you to a waypoint of your choice that you previously registered with your Sheikah Slate, where you are reconstructed when you arrive. Only certain ancient structures are able to be registered as waypoints, such as Shrines and Divine Beasts. ### Message As an action you cause the effects of a message spell, targeting a creature you are familiar with who is in possession of a Sheikah Slate that you have registered with your own. You can target any number of creatures with the same action, and there is no maximum range. You can also use this rune to transmit information between Sheikah Slates, such as photographs, Compendium data, map pins, etc. You must have registered the other Sheikah Slate with yours to transmit data to it. ### Remote Bomb As an action, you create a 2 ft. sphere or cube made of magical blue light. As part of the same action, you can set it down next to you or throw it up to 30 feet away. Then, as a bonus action, you can cause the sphere or cube to explode, dealing 2d6 force damage to every creature in a 10 foot radius -- and knocking them prone if they are Medium or smaller -- and twice that much damage to objects and structures in that area. You can only have up to one sphere and one cube at a time. You must use two hands to activate this rune or to detonate a bomb, but the bomb persists even if you are not holding the Sheikah Slate. ### Somaris As an action, you create a 5 foot cube made of solid blue magical light in an unoccupied space adjacent to you. It weighs 200 lbs, but you can push, drag, lift, or throw it as though it were weightless. It is immune to environmental damage (such as from falling or lava), but can be attacked as any other object. It persists until it takes any damage, you destroy it as a bonus action, or you create another cube. You must use two hands to activate this rune or to destroy the cube, but the cube persists even while not holding the Sheikah Slate. ### Stasis Choose a creature or object within 30 feet of you and spend an action. That creature or object becomes frozen in place. If it is a creature, it is frozen until the start of its next turn. If it is an object, it is frozen for five rounds. You can also release the Stasis as a bonus action or reaction. All momentum the object or creature had when it was frozen is maintained, and all force applied to it while frozen (with the exception of gravity) changes or adds to that momentum as appropriate. Creatures and objects are immune to all damage while frozen. You may only have one target frozen this way at a time. You must use two hands to freeze or unfreeze a target, but the target remains frozen even if you are not holding the Sheikah Slate.
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\page ### Bow of Light *Weapon (Longbow), Very Rare* You have a +2 bonus to attack and damage rolls made with this magic longbow. When you attack with this bow, rather than load a piece of ammunition, you can have it fire a beam of holy light that deals 1d10 radiant damage to any creature it hits, or 3d10 if it is a creature of malice. # The Master Sword *W eapon (longsword) Legendary (requires attunement)* You have a +3 bonus to attack and damage rolls made with this magic longsword. The Master Sword deals 2d6 slashing damage instead of the normal damage for a longsword. Creatures of malice take an additional 2d6 radiant damage. You can use a bonus action to increase the Master Sword's reach by 30 feet until the end of your turn. This manifests as a beam of light in the shape of the sword's blade being flung at the target when you swing it. You need more than 75 health to be able to pull the Master Sword from its stone.
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\page # Divine Beasts ___ > ## Zora Divine Beast Vah Ruta >*Gargantuan Construct Vehicle, Unaligned* > ___ > - **Armor Class** 20 (Natural Armor) > - **Hit Points** 315(15d20 + 150) > - **Speed** 40, Swim 30 >___ >|STR|DEX|CON| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|11 (+0)|30 (+10) >___ > - **Damage Vulnerabilities** Lightning > - **Damage Immunities** Cold, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > > ___ > ***Magic Resisiance.*** The Divine Beast has advantage on saving throws against spells and other magical effects. > > ***Siege Monster.*** The Divine Beast deals double damage to objects and structures. > > ***Regeneration.*** The Divine Beast regains 5 hit points at the start of its turn if it has at least 1 hit point. > ##### Vah Ruta > Vah Ruta can also generate pools or streams of clean, drinkable water anywhere in or on its body. Zora can use these to maintain their Soaked Skin. ### Actions **Multiattack.** Vah Ruta makes two Ice Ball attacks, or one Ice Ball attack and one Slam attack. **Slam.** Melee Attack: +15 to hit, reach 15 ft., one target. Hit 23 (3d8+10) bludgeoning damage. **Ice Ball.** Ranged Attack: +15 to hit, range 80/320 ft., one target. Hit 22 (5d8) cold damage. **Water Blast (Recharge 5-6).** Create a line of water 10 feet wide and 10 feet tall and up to 90 feet long. Each creature in that area must make a Dexterity saving throw with a DC of 23 (Huge creatures have advantage, Gargantuan creatures automatically succeed). On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. **Holy Beam Cannon (1/day).** A beam of brilliant white light streaks out in a 40-foot-wide, 10-mile-long line that flows around corners to fill the entire area. Each creature of malice in the area must make a DC 25 Constitution saving throw. On a failed save, the creature takes 73 (7d20) radiant damage and is stunned for one round. On a successful save, it takes half as much damage and isn't stunned. This damage cannot be reduced or prevented in any way. > ##### Creatures of Malice > A Creature of Malice is any creature made of or directly under the influence of the Malice of Calamity Ganon. This includes Malice Slimes, Maliced Guardians, Maliced Divine Beasts, Blight Ganons, and Dark Beast Ganon himself.
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\page ___ > ## Gerudo Divine Beast Vah Naboris >*Gargantuan Construct Vehicle, Unaligned* > ___ > - **Armor Class** 18 (Natural Armor) > - **Hit Points** 270(15d20 + 105) > - **Speed** 50 >___ >|STR|DEX|CON| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|17 (+3)|25 (+7) >___ > - **Damage Immunities** Lightning, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > > > ___ > ***Magic Resisiance.*** The Divine Beast has advantage on saving throws against spells and other magical effects. > > ***Siege Monster.*** The Divine Beast deals double damage to objects and structures. > > ***Regeneration.*** The Divine Beast regains 5 hit points at the start of its turn if it has at least 1 hit point. > ##### Vah Naboris > Vah Naboris can also cause a sandstorm to start or stop in a one-mile radius around itself. This takes 1d4+1 minutes to fully take effect. ### Actions **Multiattack.** Vah Ruta makes two Ice Ball attacks, or one Ice Ball attack and one Slam attack. **Slam.** Melee Attack: +15 to hit, reach 15 ft., one target. Hit 23 (3d8+10) bludgeoning damage. **Lightning.** Ranged Attack: +15 to hit, range 80/320 ft., one target. Hit 22 (5d8) lightning damage. **Chain Lightning (Recharge 5-6).** Create a bolt of lightning that arcs toward a target of your choice within 80 feet. A bolt then leaps from that target to another target within 30 feet of it. Repeat this process until up to 9 total targets have been chosen. A target can be a creature or an object and can be targeted by only one of the bolts. Each target must make a Dexterity saving throw. The target takes 22 (5d8) lightning damage on a failed save, or half as much on a successful one. **Holy Beam Cannon (1/day).** A beam of brilliant white light streaks out in a 40-foot-wide, 10-mile-long line that flows around corners to fill the entire area. Each creature of malice in the area must make a DC 25 Constitution saving throw. On a failed save, the creature takes 73 (7d20) radiant damage and is stunned for one round. On a successful save, it takes half as much damage and isn't stunned. This damage cannot be reduced or prevented in any way. ___ > ## Rito Divine Beast Vah Medoh >*Gargantuan Construct Vehicle, Unaligned* > ___ > - **Armor Class** 21 (Natural Armor) > - **Hit Points** 240(15d20 + 75) > - **Speed** 5, Fly 60 >___ >|STR|DEX|CON| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|30 (+10)|20 (+5)| >___ > - **Damage Immunities** Cold, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > ___ > ***Magic Resisiance.*** The Divine Beast has advantage on saving throws against spells and other magical effects. > > ***Siege Monster.*** The Divine Beast deals double damage to objects and structures. > > ***Regeneration.*** The Divine Beast regains 5 hit points at the start of its turn if it has at least 1 hit point.
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\page > ##### Vah Medoh > Vah Medoh can also control the speed and direction of wind anywhere in or on its body. ### Actions **Multiattack.** Vah Medoh makes four Laser attacks, or two Talons attacks and a Beak attack. **Laser.** Ranged Attack: +15 to hit, range 600 ft., one target. Hit 13 (3d8) radiant damage. **Talons.** Melee Attack: +15 to hit, reach 10 ft., one target. Hit 23 (3d8+10) slashing damage. *Beak.** Melee Attack: +15 to hit, reach 10 ft., one target. Hit 23 (3d8+10) piercing damage. **Energy Shield (2/day).** Vah Medoh surrounds itself with an energy shield that absorbs all damage. It cannot do this if it is currently protected by such a shield. This shield has an AC of 10 and 85 hit points. **Holy Beam Cannon (1/day).** A beam of brilliant white light streaks out in a 40-foot-wide, 10-mile-long line that flows around corners to fill the entire area. Each creature of malice in the area must make a DC 25 Constitution saving throw. On a failed save, the creature takes 73 (7d20) radiant damage and is stunned for one round. On a successful save, it takes half as much damage and isn't stunned. This damage cannot be reduced or prevented in any way. ___ > ## Goron Divine Beast Vah Rudania >*Gargantuan Construct Vehicle, Unaligned* > ___ > - **Armor Class** 20 (Natural Armor) > - **Hit Points** 270(15d20 +105) > - **Speed** 40, Climb 40 >___ >|STR|DEX|CON| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|20 (+5)|25 (+7)| >___ > - ** Damage Immunities** Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > ___ > ***Magic Resisiance.*** The Divine Beast has advantage on saving throws against spells and other magical effects. > > ***Siege Monster.*** The Divine Beast deals double damage to objects and structures. > > ***Regeneration.*** The Divine Beast regains 5 hit points at the start of its turn if it has at least 1 hit point. > ##### Vah Rudania > Vah Rudania can also generate nonmagical flames anywhere in or on its body, which can be used for light or warmth or to ignite flammable material. ### Actions **Multiattack.** Vah Rudania makes two Claw attacks, or one Claw attack and one Tail attack. **Claw.** Melee Attack: +15 to hit, reach 10 ft., one target. Hit 16 (2d8+7) slashing damage and 4 (1d8) fire damage. **Tail.** Melee Attack: +15 to hit, reach 20 ft., one target. Hit 25 (4d8+7) bludgeoning damage. **Fire Breath (Recharge 5-6).** Vah Rudania exhales fire in a 60 foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much on a successful one. **Earthquake (Recharge 5-6).** Vah Rudania slams its tail into the ground, causing a seismic disturbance in a 20-foot radius from a point chosen within 20 feet. The ground in that area becomes difficult terrain, and each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a creature takes 13 (3d8) bludgeoning damage and 9 (2d8) fire damage and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.
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\page # Enemies
\page # Bokoblins *This common species is a nuisance all over Hyrule. Some have unified and have formed factions of bandits. While not very clever, they are at least intelligent enough to hunt beasts and grill the meat for food. Though they're typically ferocious carnivores, they actually enjoy fruit as well.* ___ > ## Red Bokoblin >*Medium humanoid (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 14 (Shield) > - **Hit Points** 7 (2d6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|14 (+2)|10 (+0)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Senses** Darkvision 60ft., Passive Perception 9 > - **Languages** Moblin > - **Challenge** 1/4 (50 XP) > ___ > ***Club.*** Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Bludgeoning damage > > ***Spear.*** Two-Handed Melee Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) Piercing damage > > ***Claws.*** Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Slashing damage > > ***Shortbow.*** Two-Handed Ranged Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) Piercing damage ___ > ## Blue Bokoblin >*Medium humanoid (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 15 (Shield) > - **Hit Points** 21 (6d6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|16 (+3)|10 (+0)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Skills.** Survival +1 > - **Senses** Darkvision 60ft., Passive Perception 9 > - **Languages** Moblin > - **Challenge** 1 (200 XP) > ___ > ***Club.*** Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Bludgeoning damage > > ***Spear.*** Two-Handed Melee Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) Piercing damage > > ***Claws.*** Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Slashing damage > > ***Shortbow.*** Two-Handed Ranged Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) Piercing damage ___ > ## Black Bokoblin >*Medium humanoid (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 16 (Shield) > - **Hit Points** 45 (10d6+10) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|18 (+4)|12 (+1)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Saving Throws.** Strength +2 > - **Skills.** Perception +2, Survival +2 > - **Senses** Darkvision 60ft., Passive Perception 12 > - **Languages** Moblin > - **Challenge** 2 (450 XP) > ___ > ***Shortsword.*** Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Piercing damage > > ***Spear.*** Two-Handed Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) Piercing damage > > ***Claws.*** Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) Slashing damage > > ***Shortbow.*** Two-Handed Ranged Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) Piercing damage
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\page ___ > ## Silver Bokoblin >*Medium humanoid (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 18 (Natural Armor, Shield) > - **Hit Points** 88 (16d6+32) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|20 (+5)|14 (+2)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Saving Throws.** Strength +4 > - **Skills.** Athletics + 4, Perception +4, Survival +4 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Senses** Darkvision 60ft., Passive Perception 12 > - **Languages** Moblin > - **Challenge** 9 (5,000 XP) > ___ > - **Improved Critical.** The Bokoblin scores a critical hit on a roll of 19 or 20 on the d20. > - **Legendary Resistance (1/day).** If the Bokoblin fails a saving throw, it can choose to succeed instead. > ___ >### Actions > ***Multiattack.*** The Bokoblin makes three melee attacks > > ***Longsword.*** Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) Slashing damage > > ***Glaive.*** Two-Handed Melee Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) Piercing damage > > ***Claws.*** Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) Slashing damage > > ***Shortbow.*** Two-Handed Ranged Attack: +10 to hit, range 80/320 ft., one target. Hit: 8 (1d6+5) Piercing damage > ### Legendary Actions >The Bokoblin can take 3 legendary actions, only one at a time and only at the end of another creature's turn. The Bokoblin regains spent legendary actions at the start of its turn. > >***Attack.*** The Bokoblin makes one attack. ___ > ## Gold Bokoblin >*Medium humanoid (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 19 (Natural Armor, Shield) > - **Hit Points** 165 (22d6+88) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|20 (+5)|18 (+4)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Saving Throws.** Strength +5 > - **Skills.** Athletics + 5, Perception +6, Survival +6 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Senses** Darkvision 60ft., Passive Perception 13 > - **Languages** Moblin > - **Challenge** 13 (13,000 XP) > ___ > - **Superior Critical.** The Bokoblin scores a critical hit on a roll of 18 to 20 on the d20. > - **Legendary Resistance (3/day).** If the Bokoblin fails a saving throw, it can choose to succeed instead. > ___ >### Actions > ***Multiattack.*** The Bokoblin makes three melee attacks > > ***Longsword.*** Melee Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) Slashing damage > > ***Glaive.*** Two-Handed Melee Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) Piercing damage > > ***Claws.*** Melee Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) Slashing damage > > ***Shortbow.*** Two-Handed Ranged Attack: +11 to hit, range 80/320 ft., one target. Hit: 8 (1d6+5) Piercing damage > ### Legendary Actions >The Bokoblin can take 3 legendary actions, only one at a time and only at the end of another creature's turn. The Bokoblin regains spent legendary actions at the start of its turn. > >***Attack.*** The Bokoblin makes one attack.
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\page # Moblins T*his heavyweight species of monster can be found all over Hyrule. They're physically very strong, their legs alone strong enough to resist the force of a bomb blast. They're much more dangerous than Bokoblins. In fact, Moblins have been known to pick up Bokoblins and throw them as makeshift projectile weapons.* ___ > ## Red Moblin >*Large humanoid (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 12 (Natural Armor) > - **Hit Points** 30 (4d10 + 8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|10 (+0)|14 (+2)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Senses** Darkvision 60ft., Passive Perception 9 > - **Languages** Moblin > - **Challenge** 1 (200 XP) > ___ > > ### Actions > ***Greatclub.*** Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) Bludgeoning damage > > ***Spear.*** Melee Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) Piercing damage > > ***Gore.*** Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) Piercing damage > > ***Javelin.*** Ranged Attack: +5 to hit, range 30/120 ft., one target. Hit: 8 (1d10+3) Piercing damage ___ > ## Blue Moblin >*Large humanoid (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 13 (Natural Armor) > - **Hit Points** 68 (8d10 + 24) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|10 (+0)|16 (+3)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Senses** Darkvision 60ft., Passive Perception 9 > - **Languages** Moblin > - **Challenge** 2 (450 XP) > ___ > > ### Actions > ***Greatclub.*** Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) Bludgeoning damage > > ***Spear.*** Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) Piercing damage > > ***Gore.*** Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) Piercing damage > > ***Javelin.*** Ranged Attack: +7 to hit, range 30/120 ft., one target. Hit: 9 (1d10+4) Piercing damage ___ > ## Black Moblin >*Large humanoid (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 14 (Natural Armor) > - **Hit Points** 114 (12d10 + 32) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|18 (+4)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Senses** Darkvision 60ft., Passive Perception 9 > - **Languages** Moblin > - **Challenge** 5 (1,800 XP) > ___ > > ### Actions > ***Multiattack.*** The Moblin makes two melee attacks > > ***Greatclub.*** Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8+5) Bludgeoning damage > > ***Spear.*** Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d6+5) Piercing damage > > ***Gore.*** Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10+5) Piercing damage > > ***Javelin.*** Ranged Attack: +9 to hit, range 30/120 ft., one target. Hit: 9 (1d10+5) Piercing damage
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\page ___ > ## Silver Moblin >*Large humanoid (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 168 (16d10 + 80) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|10 (+0)|20 (+5)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Damage Resistances.** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Senses** Darkvision 60ft., Passive Perception 9 > - **Languages** Moblin > - **Challenge** 18 (20,000 XP) > ___ > ***Danger Sense.*** The Moblin has advantage on Dexterity saving throws against effects it can see. > > ***Legendary Resistance (1/day).*** If the Moblin fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Moblin makes three melee attacks > > ***Magic Greatsword.*** Melee Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) Slashing damage plus 3 (1d6) fire, cold, or lightning damage > > ***Glaive.*** Melee Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8+5) Piercing damage > > ***Gore.*** Melee Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d10+5) Piercing damage > > ***Javelin.*** Ranged Attack: +11 to hit, range 30/120 ft., one target. Hit: 9 (1d10+5) Piercing damage > ### Legendary Actions >The Moblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Moblin regains spent legendary actions at the start of their turn. > > ***Attack.*** The Moblin makes one attack. > > ***Spin Attack (Costs 2 Actions).*** The Moblin spins with its weapon, hitting all creatures in a 10 foot radius. They must make DC 19 Strength saving throws. On a failed save they take 14 (2d8+5) Slashing damage and are knocked prone. On a successful save they take half as much damage and are not knocked prone. ___ > ## Gold Moblin >*Large humanoid (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 16 (Natural Armor) > - **Hit Points** 276 (24d10 + 144) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+8)|10 (+0)|22 (+6)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Damage Resistances.** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Senses** Darkvision 60ft., Passive Perception 9 > - **Languages** Moblin > - **Challenge** 23 (50,000 XP) > ___ > ***Danger Sense.*** The Moblin has advantage on Dexterity saving throws against effects it can see. > > ***Legendary Resistance (3/day).*** If the Moblin fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Moblin makes three melee attacks > > ***Magic Greatsword.*** Melee Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) Slashing damage plus 3 (1d6) fire, cold, or lightning damage > > ***Glaive.*** Melee Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8+5) Piercing damage > > ***Gore.*** Melee Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d10+5) Piercing damage > > ***Javelin.*** Ranged Attack: +11 to hit, range 30/120 ft., one target. Hit: 9 (1d10+5) Piercing damage > ### Legendary Actions >The Moblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Moblin regains spent legendary actions at the start of their turn. > > ***Attack.*** The Moblin makes one attack. > > ***Spin Attack (Costs 2 Actions).*** The Moblin spins with its weapon, hitting all creatures in a 10 foot radius. They must make DC 19 Strength saving throws. On a failed save they take 14 (2d8+5) Slashing damage and are knocked prone. On a successful save they take half as much damage and are not knocked prone.
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\page # Lizalfos T*ese quick-witted, lizard-like monsters can be found all over Hyrule. They're a sly species that lurks underwater or uses camouflage to blend in with the environment to launch ambushes. Moreover, they never sleep.* ___ > ## Green Lizalfos >*Medium humanoid (lizardfolk), Chaotic Evil* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 22 (4d8+4) > - **Speed** 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|13 (+1)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Skills** Perception +1, Stealth +6 > - **Senses** Darkvision 60 ft., Passive Perception 11 > - **Languages** Moblin > - **Challenge** 1/4 (50 XP) > ___ > ***Ambush.*** It has advantage on Stealth checks while underwater. > ### Actions > ***Boomerang.*** Melee Attack: +4 to hit, reach 5 ft., or Ranged Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6+2) Slashing damage > > ***Bite***. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage > > ***Water Blast.*** It creates a line of water from its mouth, up to 30 feet long. All creatures in that line must succeed on a Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked back 5 feet. This action can only be taken while in water. ___ > ## Blue Lizalfos >*Medium humanoid (lizardfolk), Chaotic Evil* > ___ > - **Armor Class** 17 (Natural Armor) > - **Hit Points** 52 (8d8+16) > - **Speed** 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|17 (+3)|15 (+2)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Skills** Perception +2, Stealth +7 > - **Senses** Darkvision 60 ft., Passive Perception 9 > - **Languages** Moblin > - **Challenge** 2 (450 XP) > ___ > ***Camouflage.*** It has advantage on all Stealth checks. > > ***Sneak Attack.*** It deals an additional 3 (1d6) damage on one attack per turn when it has advantage, or when the target is threatened by another enemy. > ### Actions > ***Boomerang.*** Melee Attack: +6 to hit, reach 5 ft., or Ranged Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d8+3) Slashing damage > > ***Bite***. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Piercing damage > > ***Shortbow.*** Two-Handed Ranged Attack: +8 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) Piercing damage ___ ___ > ## Black Lizalfos >*Medium humanoid (lizardfolk), Chaotic Evil* > ___ > - **Armor Class** 19 (Natural Armor) > - **Hit Points** 78 (12d8+16) > - **Speed** 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|19 (+4)|15 (+2)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Skills** Perception +3, Stealth +8 > - **Senses** Darkvision 60 ft., Passive Perception 13 > - **Languages** Moblin > - **Challenge** 5 (1,800 XP) > ___ > ***Camouflage.*** It has advantage on all Stealth checks. > > ***Sneak Attack.*** It deals an additional 7 (2d6) damage on one attack per turn when it has advantage, or when the target is threatened by another enemy. > ### Actions > ***Boomerang.*** Melee Attack: +8 to hit, reach 5 ft., or Ranged Attack: +8 to hit, range 20/60 ft., one target. Hit: 9 (1d10+4) Slashing damage > > ***Bite***. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) Piercing damage > > ***Longbow.*** Two-Handed Ranged Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) Piercing damage
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\page ___ > ## Red Lizalfos >*Medium humanoid (lizardfolk), Chaotic Evil* > ___ > - **Armor Class** 17 (Natural Armor) > - **Hit Points** 52 (8d8+16) > - **Speed** 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|17 (+3)|15 (+2)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Damage Vulnerabilities** Cold > - **Damage Resistances** Fire > - **Skills** Perception +2, Stealth +7 > - **Senses** Darkvision 60 ft., Passive Perception 9 > - **Languages** Moblin > - **Challenge** 3 (700 XP) > ___ > ***Camouflage.*** It has advantage on all Stealth checks. > > ### Actions > ***Boomerang.*** Melee Attack: +6 to hit, reach 5 ft., or Ranged Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d8+3) Slashing damage > > ***Bite***. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Piercing damage > > ***Magic Longbow.*** Two-Handed Ranged Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) Piercing damage plus 3 (1d6) fire damage > > ***Fire Breath (Recharge 5-6).*** The Lizalfos exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. ___ > ## White Lizalfos >*Medium humanoid (lizardfolk), Chaotic Evil* > ___ > - **Armor Class** 17 (Natural Armor) > - **Hit Points** 52 (8d8+16) > - **Speed** 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|17 (+3)|15 (+2)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Cold > - **Skills** Perception +2, Stealth +7 > - **Senses** Darkvision 60 ft., Passive Perception 9 > - **Languages** Moblin > - **Challenge** 3 (700 XP) > ___ > ***Camouflage.*** It has advantage on all Stealth checks. > > ### Actions > ***Boomerang.*** Melee Attack: +6 to hit, reach 5 ft., or Ranged Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d8+3) Slashing damage > > ***Bite***. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Piercing damage > > ***Magic Longbow.*** Two-Handed Ranged Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) Piercing damage plus 3 (1d6) fire damage > > ***Cold Breath (Recharge 5-6).*** The Lizalfos exhales icy mist in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much on a successful one. ___ ___ > ## Yellow Lizalfos >*Medium humanoid (lizardfolk), Chaotic Evil* > ___ > - **Armor Class** 17 (Natural Armor) > - **Hit Points** 52 (8d8+16) > - **Speed** 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|17 (+3)|15 (+2)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Damage Resistances** Lightning > - **Skills** Perception +2, Stealth +7 > - **Senses** Darkvision 60 ft., Passive Perception 9 > - **Languages** Moblin > - **Challenge** 3 (700 XP) > ___ > ***Camouflage.*** It has advantage on all Stealth checks. > > ### Actions > ***Boomerang.*** Melee Attack: +6 to hit, reach 5 ft., or Ranged Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d8+3) Slashing damage > > ***Bite***. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Piercing damage > > ***Magic Longbow.*** Two-Handed Ranged Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) Piercing damage plus 3 (1d6) fire damage > > ***Lightning Breath (Recharge 5-6).*** The Lizalfos exhales lightning in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much on a successful one.
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\page ___ > ## Silver Lizalfos >*Medium humanoid (lizardfolk), Chaotic Evil* > ___ > - **Armor Class** 20 (Natural Armor, Shield) > - **Hit Points** 120 (16d8+48) > - **Speed** 50 ft., swim 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|20 (+5)|16 (+3)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Damage Resistances.** Cold, Fire, or Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Skills** Perception +4, Stealth +10 > - **Senses** Darkvision 60 ft., Passive Perception 13 > - **Languages** Moblin > - **Challenge** 17 (18,000 XP) > ___ > ***Camouflage.*** It has advantage on all Stealth checks. > > ***Sneak Attack.*** It deals an additional 10 (3d6) damage on one attack per turn when it has advantage, or when the target is threatened by another enemy. > > ***Legendary Resistance (1/day).*** If the Lizalfos fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Lizalfos makes three melee attacks > > ***Boomerang.*** Melee Attack: +10 to hit, reach 5 ft., or Ranged Attack: +10 to hit, range 20/60 ft., one target. Hit: 10 (1d10+5) Slashing damage > > ***Bite***. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) Piercing damage > > ***Magic Longbow.*** Two-Handed Ranged Attack: +10 to hit, range 150/600 ft., one target. Hit: 10 (1d10+5) Piercing damage plus 7 (2d6) cold, fire, or lightning damage > ### Legendary Actions > The Lizalfos can take 3 legendary actions, only one at a time and only at the end of another creature's turn. The Bokoblin regains spent legendary actions at the start of its turn. > > ***Attack.*** The Lizalfos makes one attack. ___ > ## Gold Lizalfos >*Medium humanoid (lizardfolk), Chaotic Evil* > ___ > - **Armor Class** 22 (Natural Armor, Shield) > - **Hit Points** 187 (22d8+88) > - **Speed** 50 ft., swim 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|22 (+6)|18 (+4)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Damage Resistances.** Cold, Fire, or Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Skills** Perception +6, Stealth +13 > - **Senses** Darkvision 60 ft., Passive Perception 13 > - **Languages** Moblin > - **Challenge** 23 (50,000 XP) > ___ > ***Camouflage.*** It has advantage on all Stealth checks. > > ***Sneak Attack.*** It deals an additional 14 (4d6) damage on one attack per turn when it has advantage, or when the target is threatened by another enemy. > > ***Legendary Resistance (3/day).*** If the Lizalfos fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Lizalfos makes four melee attacks > > ***Boomerang.*** Melee Attack: +13 to hit, reach 5 ft., or Ranged Attack: +13 to hit, range 20/60 ft., one target. Hit: 11 (1d10+6) Slashing damage > > ***Bite***. Melee Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) Piercing damage > > ***Magic Longbow.*** Two-Handed Ranged Attack: +13 to hit, range 150/600 ft., one target. Hit: 12 (1d10+6) Piercing damage plus 7 (2d6) cold, fire, or lightning damage > ### Legendary Actions > The Lizalfos can take 3 legendary actions, only one at a time and only at the end of another creature's turn. The Bokoblin regains spent legendary actions at the start of its turn. > > ***Attack.*** The Lizalfos makes one attack.
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\page # Octoroks T*hese once aquatic animals have adapted numerous forms to suit their various environments. They use their camouflage coloring and a piece of their local environment to stay hidden below the surface, then leap up to spit rocks at the unwary.* ___ > ## Octorok >*Small beast, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 9 (2d6 + 2) > - **Speed** 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|13 (+1)|3 (-4)|12 (+1)|2 (-4)| >___ > - **Skills** Stealth +8, Perception +4 > - **Senses** Tremorsense 60 ft., Passive Perception 13 > - **Languages** None > - **Challenge** 1 (200 XP) > ___ > ***Sniper.*** The Octorok can Hide as a bonus action. > > ***Camouflage.*** The Octorok has advantage on Stealth checks made in its favored terrain. > > ***Sneak Attack.*** It deals an additional 3 (1d6) damage on one attack per turn when it has advantage, or when the target is threatened by another enemy. > ### Actions > ***Spit Rock.*** Ranged Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) bludgeoning damage > ##### Water Octorok > **Favored Terrain** Water > **Speed** Swim 30, Fly 10 (hover) > > Hides under water plants > ##### Forest Octorok > **Favored Terrain** Grass, Shrubs > **Speed** Burrow 30 > > Hides under a shrub > ##### Rock Octorok > **Favored Terrain** Rocky > **Speed** Burrow 30 > > Hides under a rock > ##### Snow Octorok > **Favored Terrain** Snowy > **Speed** Burrow 30 > **Damage Vulnerabilities** Fire > **Damage Resistance** Cold > Hides under snow > ##### Treasure Octorok > **Favored Terrain** Sandy > **Speed** Burrow 30 > > Hides under a wooden Chest > ##### Sky Octorok > **Favored Terrain** Clouds > **Speed** Fly 30 (hover) > > Hides in clouds
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\page # Keese T*his nocturnal bat-like species is weak enough to fell with a single strike. Sometimes they attack in packs, and some of them have elemental attacks.* ___ > ## Keese >*Tiny beast, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 1(1d4 - 1) > - **Speed** 5 ft., Fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|15 (+2)|8 (-1)|2 (-4)|12 (+1)|4 (-3)| >___ > - **Senses** Blindsight 60ft., Passive Perception 11 > - **Languages** None > - **Challenge** 0 (10 XP) > ___ > ***Echolocation.*** The Keese can't use its blindsight while deafened.. > > ***Keen Hearing.*** The Keese has advantage on Perception checks that rely on hearing. > ### Actions > ***Bite.*** Melee Attack: +0 to hit, Reach 5 ft., one target. Hit: 1 piercing damage > ##### Fire, Ice or Electric Keese > These Keese do an additional 3 (1d6) fire, cold, or lightning damage with their Bite attack, and have damage immunity of the same type. One of these Keese is CR 1/8 (25 XP), while a swarm of them is CR 1/2 (100 XP). ___ > ## Swarm of Keese >*Large swarm of Tiny beasts, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 28(5d10) > - **Speed** 0 ft., Fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|5 (-3)|15 (+2)|10 (+2)|2 (-4)|12 (+1)|4 (-3)| >___ > - **Damage Resistances** Bludgeoning, Slashing, Piercing > - **Condition Immunities** Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned > - **Senses** Blindsight 60ft., Passive Perception 11 > - **Languages** None > - **Challenge** 1/4 (50 XP) > ___ > ***Echolocation.*** The Keese can't use its blindsight while deafened.. > > ***Keen Hearing.*** The Keese has advantage on Perception checks that rely on hearing. > ### Actions > ***Bites.*** Melee Attack: +4 to hit, Reach 0 ft., one target in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half its hit points or fewer
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\page # Chuchus T*his gel-based monster can be found all over Hyrule. It tends to spring its attacks on unsuspecting prey from the ground or from trees. Its strength varies by size, and the type of damage it deals varies depending on whether the Chuchu was heated up, cooled down, or shocked* ___ > ## Small Chuchu >*Small Ooze, Unaligned* > ___ > - **Armor Class** 9 > - **Hit Points** 13(2d6 + 6) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|8 (-1)|16 (+3)|1 (-5)|6 (-2)|2 (-4)| >___ > - **Skills** Stealth +3 > - **Damage Vulnerablilites** Slashing, Piercing > - **Damage Resistances** Bludgeoning, Thunder > - **Damage Immunities** Acid, Cold, Fire, or Lightning > - **Condition Immunities** Deafened, Exhaustion, Prone > - **Senses** passive Perception 8 > - **Languages** None > - **Challenge** 1/4 (50 XP) > ___ > ***Splash.** Whenever a creature hits the Chuchu with a melee attack, that creature must make a DC 15 Dexterity saving throw or take 3 (1d6) acid, cold, fire, or lightning damage. > > ***Bounce.*** The Chuchu can make a standing 15 foot leap as a bonus action. If it makes this leap straight toward a creature and then hits that creature with a Slam attack, that creature takes an additional 7 (2d6) acid, cold, fire, or lightning damage. > > > ### Actions > ***Slam.*** Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) acid, cold, fire, or lightning damage ___ > ## Large Chuchu >*Large Ooze, Unaligned* > ___ > - **Armor Class** 8 > - **Hit Points** 76(8d10 + 32) > - **Speed** 20 ft., climb 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|6 (-2)|18 (+4)|1 (-5)|6 (-2)|2 (-4)| >___ > - **Skills** Stealth +3 > - **Damage Vulnerablilites** Slashing, Piercing > - **Damage Resistances** Bludgeoning, Thunder > - **Damage Immunities** Acid, Cold, Fire, or Lightning > - **Condition Immunities** Deafened, Exhaustion, Prone > - **Senses** passive Perception 8 > - **Languages** None > - **Challenge** 1/4 (50 XP) > ___ > ***Splash.** Whenever a creature hits the Chuchu with a melee attack, that creature must make a DC 15 Dexterity saving throw or take 3 (1d6) acid, cold, fire, or lightning damage. > > ***Charge.*** If the Chuchu moves 10 feet straight toward a creature and then hits that creature with a Slam attack, that creature takes an additional 7 (2d6) acid, cold, fire, or lightning damage. > > ***Divide.*** When the Large Chuchu dies, it spawns 1d4+1 Small Chuchus of the same type in its place. > ### Actions > ***Slam.*** Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) acid, cold, fire, or lightning damage
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\page # Wizzrobes T*hese spell-casting monsters can be found all over Hyrule. They use their magic rods to hurl elemental spell attacks, summon elemental monsters, and change the weather.* ___ > ## Fire Wizzrobe >*Medium fey, Chaotic Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 18(5d8 - 5) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|15 (+2)|8 (-1)|11 (+0)|17 (+3)|12 (+1)| >___ > - **Saving Throws** Wisdom +5 > - **Damage Vulnerabilities** Cold > - **Damage Resistances** Fire > - **Senses** Passive Perception 13 > - **Languages** Moblin, Sylvan > - **Challenge** 2 (450 XP) > ___ > ***Airwalk.*** The Wizzrobe can use its walking speed to walk through the air at up to a 45 degree angle. > > ***Arcane Focus.*** The Wizzrobe uses its Fire Rod as an arcane focus. Without it, it cannot use its Fire Rod, Summon Monsters, or Change Weather actions. > ### Actions > ***Fire Rod.*** Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) fire damage > > ***Summon Monsters (Recharge 6).*** 3 (1d4+1) Fire Keese or Small Fire Chuchus appear in unoccupied spaces within 30 feet of the Wizzrobe. > > ***Change Weather.*** The temperature in the Wizzrobe's vicinity becomes unbearably hot, dealing 2 (1d4) fire damage to each creature without fire resistance that starts its turn within 300 feet of the Wizzrobe. This effect persists for one hour or until the Wizzrobe is reduced to 0 hit points. > > ***Invisibility.*** As a bonus action on its turn, the Wizzrobe becomes invisible, or ends its invisibility. While invisible it is immune to all damage but can take no actions other than to end its invisibility. ___ > ## Meteo Wizzrobe >*Medium fey, Chaotic Evil* > ___ > - **Armor Class** 17 > - **Hit Points** 25(7d8 - 7) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|15 (+2)|8 (-1)|11 (+0)|17 (+3)|12 (+1)| >___ > - **Saving Throws** Wisdom +7 > - **Damage Vulnerabilities** Cold > - **Damage Resistances** Fire > - **Senses** Passive Perception 14 > - **Languages** Moblin, Sylvan > - **Challenge** 4 (1,000 XP) > ___ > ***Airwalk.*** The Wizzrobe can use its walking speed to walk through the air at up to a 45 degree angle. > > ***Arcane Focus.*** The Wizzrobe uses its Meteo Rod as an arcane focus. Without it, it cannot use its Meteo Rod, Summon Monsters, or Change Weather actions. > ### Actions > ***Meteo Rod.*** Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage > > ***Summon Monsters (Recharge 6).*** 5 (1d6+2) Fire Keese or Small Fire Chuchus appear in unoccupied spaces within 30 feet of the Wizzrobe. > > ***Change Weather.*** The temperature in the Wizzrobe's vicinity becomes unbearably hot, dealing 3 (1d6) fire damage to each creature without fire resistance that starts its turn within 300 feet of the Wizzrobe. This effect persists for one hour or until the Wizzrobe is reduced to 0 hit points. > > ***Invisibility.*** As a bonus action on its turn, the Wizzrobe becomes invisible, or ends its invisibility. While invisible it is immune to all damage but can take no actions other than to end its invisibility.
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\page ___ > ## Ice Wizzrobe >*Medium fey, Chaotic Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 18(5d8 - 5) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|15 (+2)|8 (-1)|11 (+0)|17 (+3)|12 (+1)| >___ > - **Saving Throws** Wisdom +5 > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Cold > - **Senses** Passive Perception 13 > - **Languages** Moblin, Sylvan > - **Challenge** 2 (450 XP) > ___ > ***Airwalk.*** The Wizzrobe can use its walking speed to walk through the air at up to a 45 degree angle. > > ***Arcane Focus.*** The Wizzrobe uses its Ice Rod as an arcane focus. Without it, it cannot use its Ice Rod, Summon Monsters, or Change Weather actions. > ### Actions > ***Ice Rod.*** Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) cold damage > > ***Summon Monsters (Recharge 6).*** 3 (1d4+1) Ice Keese or Small Ice Chuchus appear in unoccupied spaces within 30 feet of the Wizzrobe. > > ***Change Weather.*** The temperature in the Wizzrobe's vicinity becomes unbearably cold, dealing 2 (1d4) cold damage to each creature without cold resistance that starts its turn within 300 feet of the Wizzrobe. This effect persists for one hour or until the Wizzrobe is reduced to 0 hit points. > > ***Invisibility.*** As a bonus action on its turn, the Wizzrobe becomes invisible, or ends its invisibility. While invisible it is immune to all damage but can take no actions other than to end its invisibility. > ##### Magic Rods > Each Wizzrobe has a Magic Rod. This is a wand with 6 charges that can be used as an arcane focus. > >A non-Wizzrobe wielder can expend one charge to use the Wizzrobe's Rod action as a spell attack. Wisdom is the spellcasting ability for this attack. The Rod regains 1d6 charges each dawn. > >Fire Rods, Ice Rods, and Electric Rods are Uncommon magic items, while Meteo Rods, Blizz Rods, and Thunder Rods are Rare. ___ > ## Bizzrobe >*Medium fey, Chaotic Evil* > ___ > - **Armor Class** 17 > - **Hit Points** 25(7d8 - 7) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|15 (+2)|8 (-1)|11 (+0)|17 (+3)|12 (+1)| >___ > - **Saving Throws** Wisdom +7 > - **Damage Vulnerabilities** Cold > - **Damage Resistances** Fire > - **Senses** Passive Perception 14 > - **Languages** Moblin, Sylvan > - **Challenge** 4 (1,000 XP) > ___ > ***Airwalk.*** The Wizzrobe can use its walking speed to walk through the air at up to a 45 degree angle. > > ***Arcane Focus.*** The Wizzrobe uses its Blizz Rod as an arcane focus. Without it, it cannot use its Blizz Rod, Summon Monsters, or Change Weather actions. > ### Actions > ***Meteo Rod.*** Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) cold damage > > ***Summon Monsters (Recharge 6).*** 5 (1d6+2) Ice Keese or Small Ice Chuchus appear in unoccupied spaces within 30 feet of the Wizzrobe. > > ***Change Weather.*** The temperature in the Wizzrobe's vicinity becomes unbearably cold, dealing 3 (1d6) cold damage to each creature without cold resistance that starts its turn within 300 feet of the Wizzrobe. This effect persists for one hour or until the Wizzrobe is reduced to 0 hit points. > > ***Invisibility.*** As a bonus action on its turn, the Wizzrobe becomes invisible, or ends its invisibility. While invisible it is immune to all damage but can take no actions other than to end its invisibility.
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\page ___ > ## Electric Wizzrobe >*Medium fey, Chaotic Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 18(5d8 - 5) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|15 (+2)|8 (-1)|11 (+0)|17 (+3)|12 (+1)| >___ > - **Saving Throws** Wisdom +5 > - **Damage Resistances** Lightning > - **Senses** Passive Perception 13 > - **Languages** Moblin, Sylvan > - **Challenge** 2 (450 XP) > ___ > ***Airwalk.*** The Wizzrobe can use its walking speed to walk through the air at up to a 45 degree angle. > > ***Arcane Focus.*** The Wizzrobe uses its Fire Rod as an arcane focus. Without it, it cannot use its Electric Rod, Summon Monsters, or Change Weather actions. > ### Actions > ***Electric Rod.*** Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) lightning damage > > ***Summon Monsters (Recharge 6).*** 3 (1d4+1) Electric Keese or Small Electric Chuchus appear in unoccupied spaces within 30 feet of the Wizzrobe. > > ***Change Weather.*** The Wizzrobe starts an electric storm in its vicinity, dealing 2 (1d4) lightning damage to each creature without lightning resistance that starts its turn within 300 feet of the Wizzrobe. This effect persists for one hour or until the Wizzrobe is reduced to 0 hit points. > > ***Invisibility.*** As a bonus action on its turn, the Wizzrobe becomes invisible, or ends its invisibility. While invisible it is immune to all damage but can take no actions other than to end its invisibility. ___ > ## Thunder Wizzrobe >*Medium fey, Chaotic Evil* > ___ > - **Armor Class** 17 > - **Hit Points** 25(7d8 - 7) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|15 (+2)|8 (-1)|11 (+0)|17 (+3)|12 (+1)| >___ > - **Saving Throws** Wisdom +7 > - **Damage Resistances** Lightning > - **Senses** Passive Perception 14 > - **Languages** Moblin, Sylvan > - **Challenge** 4 (1,000 XP) > ___ > ***Airwalk.*** The Wizzrobe can use its walking speed to walk through the air at up to a 45 degree angle. > > ***Arcane Focus.*** The Wizzrobe uses its Thunder Rod as an arcane focus. Without it, it cannot use its Thunder Rod, Summon Monsters, or Change Weather actions. > ### Actions > ***Meteo Rod.*** Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) lightning damage > > ***Summon Monsters (Recharge 6).*** 5 (1d6+2) Fire Keese or Small Fire Chuchus appear in unoccupied spaces within 30 feet of the Wizzrobe. > > ***Change Weather.*** The Wizzrobe starts an electric storm in its vicinity, dealing 2 (1d4) lightning damage to each creature without lightning resistance that starts its turn within 300 feet of the Wizzrobe. This effect persists for one hour or until the Wizzrobe is reduced to 0 hit points. > > ***Invisibility.*** As a bonus action on its turn, the Wizzrobe becomes invisible, or ends its invisibility. While invisible it is immune to all damage but can take no actions other than to end its invisibility.
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\page # Yiga Clan ___ > ## Yiga Footsoldier >*Medium humanoid (Shiekah), Neutral Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 77(14d8 + 8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|12 (+1)|15 (+2)|13 (+2)|15 (+2)| >___ > - **Skills** Deception +4, Sleight of Hand +7, Stealth +5, Thieves' Tools +7 > - **Senses** passive Perception 11 > - **Languages** Common, Thieves' Cant, Moblin, Gerudo > - **Challenge** 3 (700 XP) > ___ > ***Invisible Hand.*** The thief gains additional benefits when it casts mage hand. For a creature to notice the hand or the tasks the hand is performing, it must succeed on a Wisdom (Perception) check. > >The hand created by the spell is invisible. > >The thief can use the hand to stow or retrieve one object into or from a container worn or carried by another creature, or to use its Thieves' Tools. > >The thief can use its bonus action to control the hand, or to distract a creature within range of the spell. > >If it distracts a creature, it gains advantage on attack rolls against the target until the end of the thief's turn. > > ***Sneak Attack (1/Turn).*** The thief deals an extra 10 (3d6) 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 thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll. > > ***Spellcasting.*** The thief is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +2 to hit with spell attacks). It has the following wizard spells prepared. > > Cantrips (at will): mage hand, prestidigitation, shocking grasp > >1st level (4 slots): charm person, disguise self, silent image, sleep > > 2nd level (3 slots): invisibility, misty step, suggestion > ### Actions > ***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ___ > ## Yiga Blademaster >*Medium humanoid (Shiekah), Neutral Evil* > ___ > - **Armor Class** 16 > - **Hit Points** 105(14d8 + 42) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|11 (+0)|17 (+3)|14 (+2)|10 (+0)|10 (+0)| >___ > - **Skills** Arcana +5, Athletics +7 > - **Senses** Passive Perception 10 > - **Languages** Common, Moblin, Gerudo > - **Challenge** 6 (2,300 XP) > ___ > ***Bonded Weapon.*** The eldritch knight's bonded weapon is its broadsword. The eldritch knight cannot be disarmed if it is wielding its spear. As a bonus action, the eldritch knight can magically teleport its spear into its hand. > > ***Spellcasting.*** The eldritch knight is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The eldritch knight has the following wizard spells prepared, which it can cast without somatic or material components: > > Cantrips (at will): prestidigitation, ray of frost > > 1st level (3 slots): alarm, shield, unseen servant > > ***Pack Tactics.*** These guys work together. Like super well, you don't even know. > ### Actions > ***Multiattack.*** The eldritch knight makes two attacks with its spear. > >***Spear.*** Melee Weapon attack, Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
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\page # Stal Enemies ___ > ## Stalkoblin >*Medium akeleton (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 14 (Shield) > - **Hit Points** 34 (10d6+10) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|18 (+4)|11 (+1)|8 (-1)|4 (-3)|8 (-1)| >___ > - **Skills.** Perception +2 > - **Senses** Darkvision 120ft., Passive Perception 10 > - **Languages** Moblin > - **Challenge** 1 (400 XP) > ___ > ***Claws.*** Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) Slashing damage ___ > ## Stalmobblin >*Large large (goblinoid), Chaotic Evil* > ___ > - **Armor Class** 12 (Natural Armor) > - **Hit Points** 100 (12d10 + 32) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|17 (+3)|8 (-1)|4 (-3)|8 (-1)| >___ > - **Senses** Darkvision 1200ft., Passive Perception 6 > - **Languages** Moblin > - **Challenge** 3 (700 XP) > ___ > > ### Actions > ***Multiattack.*** The Moblin makes two melee attacks > > ***Greatclub.*** Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8+5) Bludgeoning damage > > ***Gore.*** Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10+5) Piercing damage
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ENEMIES
\page ___ > ## Stalizalfos >*Medium humanoid (lizardfolk), Chaotic Evil* > ___ > - **Armor Class** 19 (Natural Armor) > - **Hit Points** 78 (12d8+16) > - **Speed** 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|19 (+4)|15 (+2)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Skills** Perception +3, Stealth +4 > - **Senses** Darkvision 120 ft., Passive Perception 10 > - **Languages** Moblin > - **Challenge** 3 (700 XP) > ___ > ### Actions > ***Boomerang.*** Melee Attack: +8 to hit, reach 5 ft., or Ranged Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d10+4) Bludgeoning damage > > ***Bite***. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) Piercing damage ___ > ## Stalnox >*Huge undead, neutral evil* > ___ > - **Armor Class** 17 > - **Hit Points** 115(10d12 + 50) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|10 (+0)|20 (+5)|4 (-3)|6 (-2)|6 (-2)| >___ > - **Damage Vulnerablities** bludgeoning > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** Darkvision 60 ft., passive Perception 8 > - **Languages** Moblin > - **Challenge** 7 (2,900 XP) > ___ > ***Evasion.*** If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > > ***Fowl Appearance.*** While the creature remains motionless, it is indistinguishable from a normal chicken. > > ***Magic Resistance.*** The skeleton has advantage on saving throws against spells and other magical effects. > > ***Turn Immunity.*** The skeleton is immune to effects that turn undead. > ### Actions > ***Multiattack.*** The skeleton makes three scimitar attacks. > > ***Scimitar.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
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ENEMIES
\page # Malice Slime ___ ___ > ## Malice Slime >*Various Size Ooze, Neutral Evil* > ___ > - **Armor Class** 9 > - **Hit Points** 15(2d6 + 8) > - **Speed** >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|6 (-2)|18 (+4)|1 (-5)|6 (-2)|2 (-4)| >___ > - **Skills** Stealth +6 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Bludgeoning, Piercing, or Slashing from Nonmagical Attacks > - **Damage Immunities** Acid, Cold, Fire, Lightning, Necrotic, Poison, Thunder > - **Condition Immunities** Charmed, Deafened, Frightened, Exhaustion, Grappled, Paralyzed, Poisoned, Prone > - **Senses** passive Perception 8 > - **Languages** None > - **Challenge** 2 (450 XP) > ___ > ***Splash.*** Whenever a creature hits the Malice Slime with a melee attack, that creature must make a DC 18 Dexterity saving throw, taking 7 (2d6) necrotic damage on a failed save. > > ***Vulnerable Eye:*** When a critical hit is scored against the Malice Slime, it is blinded and stunned until the end of its next turn. > > ***Malice Sponge.*** Whenever the Malice Slime is dealt necrotic damage, prevent that damage and it regains that many hitpoints instead. > > ***Regeneration.*** The Malice Slime regains 2 hit points at the start of its turn if it has at least 1 hit point. > > ***Liquid Body.*** The Malice Slime is immune to any effect that would cause it to move. It can take up any number of contiguous squares, but has one 5-foot square that contains its eye. Only that square can be the target of damaging attacks or spells. Squares that do not contain the eye can be entered by other creatures, but are considered difficult terrain. At DM discretion, when the Malice Slime dies, it may leave behind pools of malice in some of the area it occupied. These pools of malice do not take actions, but count as difficult terrain and deal 3 (1d6) necrotic damage to any creature that enters or starts its turn in its area. > ### Actions > ***Corrupt.*** All creatures within 5 feet of the Malice Slime must make a DC 18 Constitution saving throw, taking 14 (3d6+4) necrotic damage on a failed save, or half that much on a successful one. If the creature is in the Malice Slime's space, it automatically fails its save. > >If the Malice Slime uses the Corrupt action while touching a Control Terminal of a Divine Beast, that Control Terminal becomes Maliced. If all five Control Terminals are Maliced and a Malice Slime uses the Corrupt action while touching the Main Control Console of a Divine Beast, that Main Control Console and Divine Beast becomes Maliced.
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\page # BOSSES
\page # Hinox ___ > ## Hinox >*Huge giant, chaotic neutral* > ___ > - **Armor Class** 14 > - **Hit Points** 138(12d12 + 60) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|11 (+0)|20 (+5)|8 (-1)|6 (-2)|10 (+0)| >___ > - **Senses** passive Perception 8 > - **Languages** Moblin > - **Challenge** 6 (2,300 XP) > ___ > ***Poor Depth Perception.*** The cyclops has disadvantage on any attack roll against a target more than 30 feet away. > ### Actions > ***Multiattack.*** The cyclops makes two greatclub attacks. > > ***Greatclub.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. > > ***Rock.*** Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
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BOSSES
\page # Lynel T*hese fearsome monsters have lived in Hyrule since ancient times. They possess intense intelligence, resilience, and strength, making them among the most dangerous monsters in all the land. This is compounded by the fact that they have a natural resistance to all elements. Lynels will not usually attack on sight, offering a chance to retreat before combat.* ___ > ## Red-Maned Lynel >*Large monstrosity (centaur), Neutral Evil* > ___ > - **Armor Class** 18 (Studded Leather, Shield) > - **Hit Points** 102(12d10 + 36) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|18 (+4)|17 (+3)|13 (+1)|15 (+2)|10 (+0)| >___ > - **Saving Throws** Strength +8, Constitution +7 > - **Skills** Perception +6 > - **Damage Resistances** Cold, Fire, and Lightning > - **Condition Immunities** Charmed, Frightened > - **Senses** Darkvision 120 ft., Passive Perception 16 > - **Languages** Common, Moblin > - **Challenge** 8 (3,900 XP) > ___ > ***Danger Sense.*** The Lynel has advantage on Dexterity saving throws against effects it can see. > > ***Improved Critical.*** The Lynel scores a critical hit on a roll of 19 or 20 on the d20. > > ***Legendary Resistance (1/day).*** If the Lynel fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Lynel makes two attacks. > > ***Greatclub.*** One-Handed Melee Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) Bludgeoning damage > > ***Greatsword.*** One-Handed Melee Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) Slashing damage > > ***Glaive.*** One-Handed Melee Attack: +8 to hit, reach 15 ft., one target. Hit: 9 (1d10+4) Slashing damage > > *** Greatbow.*** Two-Handed Ranged Attack: +8 to hit, range 100/400 ft., one target. Hit: 9 (1d10+4) Piercing damage plus 3 (1d6) cold, fire, or lightning damage > > ***Fire Breath (Recharge 5-6).*** The Lynel exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. ___ > ## Blue-Maned Lynel >*Large monstrosity (centaur), Neutral Evil* > ___ > - **Armor Class** 19 (Studded Leather, Shield) > - **Hit Points** 190(20d10 + 80) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|20 (+5)|19 (+4)|13 (+1)|15 (+2)|10 (+0)| >___ > - **Saving Throws** Strength +10, Constitution +9 > - **Skills** Perception +7 > - **Damage Resistances** Cold, Fire, and Lightning > - **Condition Immunities** Charmed, Frightened > - **Senses** Darkvision 120 ft., Passive Perception 17 > - **Languages** Common, Moblin > - **Challenge** 15 (13,000 XP) > ___ > ***Danger Sense.*** The Lynel has advantage on Dexterity saving throws against effects it can see. > > ***Improved Critical.*** The Lynel scores a critical hit on a roll of 19 or 20 on the d20. > > ***Legendary Resistance (1/day).*** If the Lynel fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Lynel makes three melee attacks. > > ***Greatclub.*** One-Handed Melee Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) Bludgeoning damage > > ***Greatsword.*** One-Handed Melee Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) Slashing damage plus 3 (1d6) cold, fire, or lightning damage > > ***Glaive.*** One-Handed Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (1d10+5) Slashing damage > > *** Greatbow.*** Two-Handed Ranged Attack: +10 to hit, range 100/400 ft., one target. Hit: 10 (1d10+5) Piercing damage plus 7 (2d6) cold, fire, or lightning damage > > ***Fire Breath (Recharge 5-6).*** The Lynel exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
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\page ___ > ## White-Maned Lynel >*Large monstrosity (centaur), Neutral Evil* > ___ > - **Armor Class** 20 (Studded Leather, Shield) > - **Hit Points** 265(25d10 + 125) > - **Speed** 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|22 (+6)|21 (+5)|13 (+1)|15 (+2)|10 (+0)| >___ > - **Saving Throws** Strength +12, Constitution +11 > - **Skills** Perception +8 > - **Damage Resistances** Cold, Fire, and Lightning > - **Condition Immunities** Charmed, Frightened > - **Senses** Darkvision 120 ft., Passive Perception 18 > - **Languages** Common, Moblin > - **Challenge** 19 (22,000 XP) > ___ > ***Danger Sense.*** The Lynel has advantage on Dexterity saving throws against effects it can see. > > ***Improved Critical.*** The Lynel scores a critical hit on a roll of 18 to 20 on the d20. > > ***Legendary Resistance (1/day).*** If the Lynel fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Lynel makes four melee attacks. > > ***Greatclub.*** One-Handed Melee Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) Bludgeoning damage > > ***Greatsword.*** One-Handed Melee Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) Slashing damage plus 7 (2d6) cold, fire, or lightning damage > > ***Glaive.*** One-Handed Melee Attack: +12 to hit, reach 15 ft., one target. Hit: 11 (1d10+6) Slashing damage > > *** Greatbow.*** Two-Handed Ranged Attack: +12 to hit, range 100/400 ft., one target. Hit: 10 (1d10+5) Piercing damage plus 10 (3d6) cold, fire, or lightning damage > > ***Fire Breath (Recharge 5-6).*** The Lynel exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. ___ > ## Silver Lynel >*Large monstrosity (centaur), Neutral Evil* > ___ > - **Armor Class** 21 (Studded Leather, Shield) > - **Hit Points** 345(30d10 + 180) > - **Speed** 70ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|24 (+7)|23 (+6)|13 (+1)|15 (+2)|10 (+0)| >___ > - **Saving Throws** Strength +12, Constitution +11 > - **Skills** Perception +8 > - **Damage Resistances** Cold, Fire, and Lightning > - **Condition Immunities** Charmed, Frightened > - **Senses** Darkvision 120 ft., Passive Perception 18 > - **Languages** Common, Moblin > - **Challenge** 25 (75,000 XP) > ___ > ***Danger Sense.*** The Lynel has advantage on Dexterity saving throws against effects it can see. > > ***Improved Critical.*** The Lynel scores a critical hit on a roll of 18 to 20 on the d20. > > ***Legendary Resistance (2/day).*** If the Lynel fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Lynel makes four melee attacks or two ranged attacks. > > ***Greatclub.*** One-Handed Melee Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6+7) Bludgeoning damage > > ***Greatsword.*** One-Handed Melee Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6+7) Slashing damage plus 10 (3d6) cold, fire, or lightning damage > > ***Glaive.*** One-Handed Melee Attack: +13 to hit, reach 15 ft., one target. Hit: 12 (1d10+7) Slashing damage > > *** Greatbow.*** Two-Handed Ranged Attack: +13 to hit, range 100/400 ft., one target. Hit: 12 (1d10+7) Piercing damage plus 14 (4d6) cold, fire, or lightning damage > > ***Fire Breath (Recharge 5-6).*** The Lynel exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions > The Lynel can take 3 legendary actions, only one at a time and only at the end of another creature's turn. The Lynel regains spent legendary actions at the start of its turn. > > ***Attack.*** The Lynel makes one attack.
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\page ___ ___ > ## Gold Lynel >*Large monstrosity (centaur), Neutral Evil* > ___ > - **Armor Class** 21 (Studded Leather, Shield) > - **Hit Points** 435(30d10 + 270) > - **Speed** 70ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|31 (+10)|30 (+10)|29 (+9)|13 (+1)|19 (+4)|10 (+0)| >___ > - **Saving Throws** Strength +18, Constitution +17 > - **Skills** Perception +12 > - **Damage Resistances** Cold, Fire, and Lightning > - **Condition Immunities** Charmed, Frightened > - **Senses** Darkvision 120 ft., Passive Perception 22 > - **Languages** Common, Moblin > - **Challenge** 25 (75,000 XP) > ___ > ***Danger Sense.*** The Lynel has advantage on Dexterity saving throws against effects it can see. > > ***Legendary Critical.*** The Lynel scores a critical hit on a roll of 17 to 20 on the d20. > > ***Legendary Resistance (3/day).*** If the Lynel fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Lynel makes five melee attacks or three ranged attacks. > > ***Greatclub.*** One-Handed Melee Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) Bludgeoning damage > > ***Greatsword.*** One-Handed Melee Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) Slashing damage plus 14 (4d6) cold, fire, or lightning damage > > ***Glaive.*** One-Handed Melee Attack: +18 to hit, reach 15 ft., one target. Hit: 15 (1d10+10) Slashing damage > > *** Greatbow.*** Two-Handed Ranged Attack: +18 to hit, range 100/400 ft., one target. Hit: 15 (1d10+10) Piercing damage plus 17 (5d6) cold, fire, or lightning damage > > ***Fire Breath (Recharge 5-6).*** TThe Lynel exhales fire in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions > The Lynel can take 3 legendary actions, only one at a time and only at the end of another creature's turn. The Lynel regains spent legendary actions at the start of its turn. > > ***Attack.*** The Lynel makes one attack.
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Bosses
\page # Guardians T*he Sheikah of ancient Hyrule developed this as a weapon to combat Ganon. Its six legs give it extraordinary mobility, and its powerful laser provides far greater offensive capability than conventional weaponry. Destroying the legs severely reduces its mobility. Its laser eye is its weak point.* ___ ___ > ## Guardian Stalker >*Large Construct, Unaligned* > ___ > - **Armor Class** 17 (Natural Armor) > - **Hit Points** 210(20d10 + 100) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|15 (+3)|20 (+5)|3 (-4)|11 (+0)|1 (-5)| >___ > - **Saving THrows** Strength +9, Constitution +9 > - **Skills** Athletics +9, Perception +4 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Fire, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > - **Senses** Darkvision 120 ft., Passive Perception 14 > - **Languages** Common, Shiekah (cannot speak) > - **Challenge** 13 (10,000 XP) > ___ > ***Danger Sense.*** The Guardian has advantage on Dexterity saving throws against effects it can see. > > ***Stalker.*** The Guardian can Dash as a bonus action. > > ***Vulnerable Eye:*** When a critical hit is scored against the Guardian, it is blinded and stunned until the end of its next turn. > ### Actions > ***Aim.*** The Guardian chooses a target within 600 feet of it and targets it with a small red laser. This laser is visible but harmless. For each action the Guardian spends Aiming at a target, its next Laser attack against that target gets a +1 bonus to its attack and damage rolls, assuming its aim was not interrupted. > > ***Laser (Recharge 4-6).*** Ranged Attack: +6 to hit, Range 200/600, one target. Hit 17 (5d6) radiant damage plus 35 (10d6) fire damage in a 5 foot burst. The Guardian can only use this attack on a target it is aiming at. > ### Legendary Actions >The Guardian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Guardian regains spent legendary actions at the start of its turn. > > ***Move.*** The Guardian moves up to half its speed. > > ***Aim.*** The Guardian takes the Aim action. > > ***Laser.*** The Guardian makes a Laser attack if it is charged, or rolls to recharge if it is not. > ##### Guardian Tower/Ruined Guardian > A Guardian Tower is a stationary variant of the Guardian Stalker. It has no movement speed, no Stalker feature, and no Move Legendary Action. > >A Ruined Guardian is the same as a Guardian Tower, but it has half as many hit points.
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\page # Molduga ___ > ## Molduga >*Large monstrosity, lawful evil* > ___ > - **Armor Class** 17 9Natural Armor) > - **Hit Points** 94(9d10 + 45) > - **Speed** 31ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|11 (+0)|21 (+5)|2 (-4)|10 (+0)|5 (-3)| >___ > - **Skills** Perception +6 > - **Damage Resistances** lightning > - **Senses** Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16, Blindsight 10 ft. > - **Languages** None > - **Challenge** 6 (2.300 XP) > ___ > ***Regeneration.*** The Molduga regains 7 hit points at the start of its turn if it has at least 1 hit point. > ### Actions > ***Multiattack.*** The Molduga makes two attacks: one with its tail and one with its claws. > > ***Tail.*** Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 30 (4d12 + 4) bludgeoning damage plus 2d6 (7) lightning damage. > > ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the bluespawn burrower. Until this grapple ends, the target is restrained and the Molduga can't constrict another target. > > ***Sand Sweep (Recharge 5-6).*** The Moldguga blasts lightning in a 60-foot cone. Each creature in that cone must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
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BOSSES
\page # Twinmold ___ > ## Twinmold >*Huge monstrosity, unaligned* > ___ > - **Armor Class** 18 (Natural Armor) > - **Hit Points** 225(18d12 + 108) > - **Speed** 50 ft., Burrow 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|15 (+3)|23 (+6)|3 (-4)|9 (-0)|3 (-4)| >___ > - **Saving Throws** Constitution +8, Strength +7 > - **Damage Vulnerabilities** Thunder, Necrotic > - **Damage Immunities** Non-magical Slashing, Piercing and Bludgeoning, Fire > - **Condition Immunities** Prone, Poisoned, Grappled, Blinded, Invisible and Restrained > - **Senses** Blindsight 30 ft., Passive Perception 9, Tremorsense 60 ft > - **Languages** None > - **Challenge** 12 (8,400 XP) > ___ > ***Tunneler.*** The Sandworm can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake that lasts for 1d4 hours before collapsing. > ### Actions > ***Multiattack.*** The giant sandworm makes two attacks: one with its bite and one with its slam. > > ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) Bludgeoning damage. A target hit must also pass a DC 19 Constitution saving throw or be knocked prone and stunned until the end of their next turn. On a pass, the target is only knocked prone. > > ***Bite.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) Piercing damage. If the target is Large or smaller size, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
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BOSSES
\page # Master Kohga ___ > ## Master Kohga >*Medium humanoid (Shiekah), Chaotic Evil* > ___ > - **Armor Class** 15 (Breastplate) > - **Hit Points** 247(26d8 + 130) > - **Speed** 30 ft., 30 ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|13 (+1)|20 (+5)|15 (+2)|15 (+2)|20 (+5)| >___ > - **Saving Throws** Dex +6, Con +10, Wis +7, Cha +10 > - **Skills** Arcana +7, Intimidation +10, Persuasion +10, Religion +7 > - **Damage Immunities** Necrotic > - **Senses** Passive Perception 12 > - **Languages** Shiekah, Moblin, Celesial > - **Challenge** 14 (11,500XP) > ___ > ***Angelic Weapons.*** The chosen's weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 9 (2d8) radiant damage (good) or necrotic damage (evil). This is included in the attack. > > ***Favored by the Gods.*** The chosen magically adds 5 (2d4) to the result of each attack roll, ability check, and saving throw it makes. > > ***Spellcasting.*** The chosen is an 18th-level spellcaster. The chosen's spellcasting ability is Charisma (+10 to hit with spell attacks, spell save DC 18). The chosen has the following spells prepared, which it can cast without material components: > >At will: light, mending, sacred flame, thunderclap > >1st level (4 slots): charm person, comprehend languages, inflict wounds, magic missile > >2nd level (3 slots): detect thoughts, enhance ability, levitate, spiritual weapon (a scepter) > >3rd level (3 slots): crusader's mantle, fireball, protection from energy > >4th level (3 slots): banishment, polymorph > >5th level (3 slots): commune, creation, hallow > >6th level (1 slot): harm, sunbeam > >7th level (1 slot): divine word, plane shift > >8th level (1 slot): earthquake, sunburst > >9th level (1 slot): gate > ### Actions > ***Multiattack.*** The chosen makes two attacks with its royal scepter. > > ***Royal Scepter.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 9 (2d8) necrotic damage.
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BOSSES
\page # Gyorg ___ > ## Gyorg >*Large monstrosity, neutral* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 58(9d10 + 9) > - **Speed** Swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|16 (+3)|13 (+1)|15 (+2)|14 (+2)|17 (+3)| >___ > - **Saving Throws** Dexterity +6, Constitution +5, Charisma +7 > - ** Skills** Deception +7, Perception +5 > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Poisoned > - **Senses** Darkvision 60 ft., Passive Perception 15 > - **Languages** None > - **Challenge** 6 (2,300 XP) > ___ > ***Rejuvenation.*** If it dies, the water naga returns to life in 1d10 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. > ### Actions > ***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the creature must make a DC 12 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. > > ***Canceling Cascade.*** If a creature casts a spell within 60 feet of it, the water naga can command water within 30 feet of the spellcaster to rise up and splash against the spellcaster. The spellcaster must succeed on a DC 14 Constitution saving throw or it fails to cast the spell, losing its action for the turn but not its a spell slot.
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BOSSES
\page # Blizzeta ___ > ## Blizzeta >*Large construct, unaligned* > ___ > - **Armor Class** 16 (Natural Armor) > - **Hit Points** 152(16d10 + 64) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|18 (+4)|3 (-4)|8 (-1)|1 (-5)| >___ > - **Damage Vulnerablilities** Fire > - **Damage Resistances** Bludgeoning, Piercing, Slashing from non-magical weapons > - **Damage Immunities** Poison, Cold, Psychic > - **Condition Immunities** swagged, groovy, groggy > - **Senses** Darkvision 60 ft., Passive Perception 9 > - **Languages** None > - **Challenge** 8 (3,900 XP) > ___ > ***Frozen Aura.*** Intense cold radiates from the golem in an aura with a 20-foot radius. A creature that starts its turn in that area takes 3 (1d6) cold damage. Additionally, the ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the area for the first time or a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or fall prone. > > ***Icy Death.*** When the golem is reduced to 0 hit points, it shatters in an explosion of jagged ice. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 10 (3d6) piercing damage and 10 (3d6) cold damage on a failed save, or half as much on a successful one. > > ***Immutable form.*** The golem is immune to any spell or effect that would alter its form. > > ***Magic resistance.*** The golem has advantage on saving throws against spells and other magical effects. > ### Actions > ***Multiattack.*** The golem makes two slam attacks. > > ***Slam.*** Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 4 (1d8) cold damage.
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BOSSES
\page # King Bublin and Lord Bullbo ___ ___ > ## King Bublin >* Medium humanoid (moblin), neutral evil* > ___ > - **Armor Class** 18 (Half Plate, Shield) > - **Hit Points** 120(16d8 + 48) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|16 (+3)|12 (+2)|8 (-1)|10 (+0)| >___ > - **Saving Throws** Wis +2 > - **Skills** Animal Handling +2, Intimidation +3 > - **Senses** Passive Perception 9 > - **Languages** Moblin, Common > - **Challenge** 7 (2.900 XP) > ___ > ***Brute.*** A melee weapon deals one extra die of its damage when the bulblin hits with it (included in the attack). > > ***Mounted Combatant.*** While the bulblin is mounted and not incapacitated, it gains several benefits. First, the bulblin has advantage on any melee attack rolls made against any unmounted creature smaller than the bulblin's mount. Second, the bulblin can force attacks against its mount to target itself instead. Finally, if the bulblin's mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > ### Actions > ***Multiattack.*** The bulblin makes three warhammer attacks, or any two other attacks. > > ***Lance.*** Melee Weapon Attack: +7 to hit (with disadvantage if the target is within 5 feet of the bulblin), reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing damage. > > ***Warhammer.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage if used in two hands. > > ***Javelin.*** Melee or Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. > > ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the bulblin 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 bulblin. A creature can benefit from only one Leadership die at a time. The effect ends if the bulblin is incapacitated. > > ***Mounted Warriors.*** As a sign of their leadership, a bulblin king is often astride a particularly powerful bullbo. A king will almost always charge into combat mounted, and its mount is highly decorated both literally and figuratively within its tribe.
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BOSSES
\page ___ ___ > ## Lord Bullbo >* Large beast, unaligned* > ___ > - **Armor Class** 16 (Hald Plate) > - **Hit Points** 138(12d10 + 72) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|13 (+1)|22 (+6)|2 (-4)|8 (-1)|4 (-3)| >___ > - **Saving Throws** Str +8, Dex +4 > - **Skills** Perception > - **Senses** Passive Perception 12 > - **Languages** None > - **Challenge** 5 (1,800 XP) > ___ > ***Charge.*** If the bullbo moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. > > ***Reckless.*** At the start of its turn, the bullbo can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. > > ***Relentless (Recharges after a Short or Long Rest).*** If the bullbo takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. > > ***Siege Monster.*** The bullbo deals double damage to objects and structures. > ### Actions > ***Multiattack.*** The bullbo makes two gore attacks. > > ***Gore.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
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BOSSES
\page # Koloktos ___ > ## Koloktos >*Huge construct, unaligned* > ___ > - **Armor Class** 19 (Natural Armor) > - **Hit Points** 150(12d12 + 72) > - **Speed** 0 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|9 (-1)|22 (+6)|3 (-4)|11 (+0)|1 (-5)| >___ > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from nonmagical attacks > - **Damage Immunities** Cold, Poison, Psychic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > - **Senses** Darkvision 120 ft., Passive Perception 10 > - **Languages** None > - **Challenge** 10 (5,900 XP) > ___ > ***Enhanced Stability.*** The Koloktos moves only half the distance when forcibly moved. Furthermore, it can not be knocked prone by spells, abilities, or the attacks of creatures sized larger or smaller. > > ***Magic Resistance.*** The Koloktos has advantage on saving throws against spells and other magical effects. > ### Actions > ***Multiattack.*** The Koloktos can attack twice. > > ***Double Blade.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 11 (1d6 + 7) > > ***Stand.*** At 75hp, the Koloktos grows legs and is now able to walk around. Its speed becomes 30 ft. It also can now use the Longsword attack, but can no longer use the Double Blade attack. > > ***Longsword.*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit* 18 (3d6 + 7)
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BOSSES
\page # Gohdan ___ > ## Gohdan >*Huge monstrosity, chaotic evil* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 152(16d12 + 48) > - **Speed** fly 10 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|7 (-2)|17 (+3)|20 (+5)|20 (+3)|4 (-3)| >___ > - **Condition Immunities** Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious > - **Senses** Darkvision 120 ft., Passive Perception 15 > - **Languages** Latin > - **Challenge** 6 (2,500 XP) > ___ > ***Connection to Hands.*** If Gohdan is killed, its hands are also immediately killed. > > ***Laser (Recharge 4-6).*** Ranged Attack: +6 to hit, Range 200/600, one target. Hit 17 (5d6) radiant damage plus 35 (10d6) fire damage in a 5 foot burst. Gohdan can only use this attack on a target it is aiming at. > ### Actions > ***Bulldog Rake.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) ___ ___ > ## Gohdan Hands >*Large monstrosity, chaotic evil* > ___ > - **Armor Class** 19 (Natural Armor) > - **Hit Points** 92(15d10 + 10) > - **Speed** Fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|6 (-2)|4 (-3)|4 (-3)|3 (-3)|6 (-2)| >___ > - **Senses** Passive Perception 7 > - **Languages** None > - **Challenge** 6 (2,300 XP) > ___ > ***Vulnerable Eye:*** When a critical hit is scored against the hand, it is blinded and stunned until the end of its next turn. > > ***Incapacitated by Pain.*** Gohdan's hands are incapable of functioning effectively after taking damage. Whenever they are made to lose 10 hit points, the hands will retreat and will not attack on the next turn. > ### Actions > ***Sweep.*** Melee Weapon Attack: +9 to hit, range 20 ft., all targets in range. Hit: 10 (1d10 + 4) bludgeoning damage. If the targets are creatures, they must succeed on a DC 13 Strength saving throw or be knocked prone. > > ***Slam.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 4) bludgeoning damage > > ***Clap.*** Melee Weapon Attack: +8 to hit, reach 20 ft., all targets in range. Hit: 35 (5d10 + 8) bludgeoning damage This uses the attack of both Gohdan's hands. > > ***Grab.*** Melee Weapon Attack: +3 to hit, reach 20 ft., one target. Target must make a DC 20 Strength check and is restrained on a failed save.
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BOSSES
\page # Gohma ___ > ## Gohma >*Huge monstrosity, chaotic evil* > ___ > - **Armor Class** 17 > - **Hit Points** 80 > - **Speed** 40 ft., Climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|13 (+1)|11 (+0)|4 (-3)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Con +3, Int +0 > - **Skills* Stealth +4 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from magical attacks > - **Senses** Darkcision 120 ft., Passive Perception 12 > - **Languages** None > - **Challenge** 7 (5,600 XP) > ___ > ***Magic Resistance.*** The gohma has advantage on saving throws against spells and other magical effects. > > ***Spider Climb.*** The gohma can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Weak Point.*** An attack which specifically targets the gohma's eye bypasses its damage immunity and resistances. If the attack inflicts piercing damage, it not only bypasses immunity and resistance, but inflicts double damage. Any attack roll made as a called shot, such as against this weak point, is normally made with disadvantage. > ### Actions > ***Multiattack.*** The gohma makes three attacks. > > ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. > > ***Sting.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 2 (1d4) poison damage. > > ***Birth (Recharge 5-6).*** The gohma produces 3 (1d4 + 1) gohma larvae, which can either appear in the gohma's space or be dropped from the its vantage point on a wall or ceiling. The gohma can choose for any of these gohma to be of the hatching larvae variant. Each larva acts on its own initiative, which is determined when this action is used. ___ > ## Gohma Larvae >*Small monstrosity, chaotic evil* > ___ > - **Armor Class** 12 > - **Hit Points** 7(3d6 - 3) > - **Speed** 25 ft., Climb 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|10 (+0)|8 (-1)|2 (-4)|11 (+0)|6 (-2)| >___ > - **Skills** Stealth +2 > - **Damage Vulnerabilities** Piercing > - **Damage Immunities** Bludgeoning from falling > - **Senses** Darkvision 60 ft., Passive Perception 10 > - **Languages** None > - **Challenge** 1/4 (50 XP) > ___ > ***Pack Tactics.*** The gohma larva has advantage on an attack roll against a creature if at least one of the gohma larva's allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Spider Climb.*** The gohma larva can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > ### Actions > ***Sting.*** Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 1 poison damage.
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BOSSES
\page # Girahim ___ ___ > ## Girahim >*Medium fiend, chaotic evil* > ___ > - **Armor Class** 16 (Natural Armor) > - **Hit Points** 137(16d8 + 64) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|19 (+4)|18 (+4)|18 (+4)|14 (+2)|23 (+6)| >___ > - **Saving Throws** Dex +10, Int +10, Cha +12 > - **Condition Immunities** Charmed, Frightened, Paralyzed > - **Senses** Truesight 80 ft., Passive Perception 12 > - **Languages** Celestial, Common, Goron, Zora, and Rito > - **Challenge** 13 (10,000 XP) > ___ > ***Spellcasting.*** Ghirahim is a 16th-level spellcaster. His spellcasting ability is Charisma (DC 20, +14 to hit with spell attacks). He has the following spells prepared: > > Cantrips (at will): blade ward, dancing lights, light, message, minor illusion, true strike, vicious mockery > > 1st level (4 slots): bane, charmp person, cure wounds, disguise self, dissonant whispers, sleep > > 2nd level (4 slots): cloud of daggers, crown of madness, detect thoughts, enthrall, hold person, invisibility, magic mouth, phantasmal force, shatter, suggestion > > 3rd level (3 slots): dispel magic, fear, hypnotic pattern, speak with dead > > 4th level (3 slots): compulsion, confusion, hallucinatory terrain, locate creature > > 5th level (2 slots): dominate person, dream, hold monster, mislead, planar binding, scrying, teleportation circle > > 6th level (1 slot): mass suggestion, programmed illusion, true seeing > > 7th level (1 slot): project image, regenerate, teleport > > 8th level (1 slot): dominate monster, feeblemind, power word stun > > ***Alert.*** Ghirahim gains a +5 bonus to initiative. He can't be surprised while he is conscious. Other creatures don't gain advantage on attack rolls against him as a result of being hidden from him. > > ***Sharpshooter.*** Attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls. His ranged attacks ignore half cover and three-quarters cover. Before he makes an attack with his daggers, he can take a -5 penalty to the attack roll. If the attack hits, he hadds +10 to the attack's damage. > ### Actions > ***Multiattack.*** Ghirahim makes four melee attacks or a spell attack. > > ***Demonic Rapier.*** Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 15 (2d10 + 4) piercing damage. > > **Demonic Daggers.*** Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 9 (2d4 + 4) piercing damage.
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BOSSES
\page # Blight Ganons T*hese phantoms of Ganon were designed to attack the Divine Beasts and their Champions. They are made of Guardian parts animated by Malice.* > The Blight Ganons can be fought in any order, so their game statistics are modular. Combine them appropriately for the order you fight them in. ___ > ## Blight Ganon 1 >*Large construct, Neutral Evil* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 105(10d10 + 50) > - **Speed** Fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|17 (+3)|20 (+5)|11 (+0)|12 (+1)|5 (-3)| >___ > - **Saving Throws** Constitution +8 > - **Skills** Perception +4 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Damage Immunities** Poison, Necrotic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > - **Senses** passive Perception 14 > - **Languages** Moblin and Sheikah; cannot speak > - **Challenge** 5 (1,800 XP) > ___ > ***Legendary Resistance (1/day).*** If the Blight Ganon fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Blight Ganon makes two attacks > > ***Attack Bonus.*** +6 > ### Legendary Actions >The Blight Ganon can take one legendary action. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Blight Ganon regains spent legendary actions at the start of its turn. > > ***Attack.*** The Blight Ganon makes one attack. ___ > ## Blight Ganon 2 >*Large construct, Neutral Evil* > ___ > - **Armor Class** 17 (Natural Armor) > - **Hit Points** 210(20d10 + 100) > - **Speed** Fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|17 (+3)|20 (+5)|11 (+0)|12 (+1)|5 (-3)| >___ > - **Saving Throws** Strength +7, Constitution +8 > - **Skills** Athletics +7, Perception +5 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Damage Immunities** Poison, Necrotic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > - **Senses** passive Perception 15 > - **Languages** Moblin and Sheikah; cannot speak > - **Challenge** 10 (5,900 XP) > ___ > ***Legendary Resistance (2/day).*** If the Blight Ganon fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Blight Ganon makes three attacks > > ***Attack Bonus.*** +7 > ### Legendary Actions >The Blight Ganon can take two legendary action. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Blight Ganon regains spent legendary actions at the start of its turn. > > ***Attack.*** The Blight Ganon makes one attack.
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BOSSES
\page ___ > ## Blight Ganon 3 >*Large construct, Neutral Evil* > ___ > - **Armor Class** 18 (Natural Armor) > - **Hit Points** 241(23d10 + 115) > - **Speed** Fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|17 (+3)|20 (+5)|11 (+0)|12 (+1)|5 (-3)| >___ > - **Saving Throws** Strength +8, Dexterity +8, Constitution +10 > - **Skills** Athletics +8, Perception +6 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Damage Immunities** Poison, Necrotic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > - **Senses** passive Perception 16 > - **Languages** Moblin and Sheikah; cannot speak > - **Challenge** 15 (13,000 XP) > ___ > ***Legendary Resistance (3/day).*** If the Blight Ganon fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Blight Ganon makes four attacks > > ***Attack Bonus.*** +8 > ### Legendary Actions >The Blight Ganon can take three legendary action. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Blight Ganon regains spent legendary actions at the start of its turn. > > ***Attack.*** The Blight Ganon makes one attack. ___ > ## Blight Ganon 4 >*Large construct, Neutral Evil* > ___ > - **Armor Class** 19 (Natural Armor) > - **Hit Points** 263(25d10 + 125) > - **Speed** Fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|17 (+3)|20 (+5)|11 (+0)|12 (+1)|5 (-3)| >___ > - **Saving Throws** Strength +10, Dexterity +10, Constitution +11, Wisdom +7 > - **Skills** Athletics +8, Perception +6 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Damage Immunities** Poison, Necrotic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > - **Senses** passive Perception 17 > - **Languages** Moblin and Sheikah; cannot speak > - **Challenge** 20 (25,000 XP) > ___ > ***Legendary Resistance (3/day).*** If the Blight Ganon fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Blight Ganon makes five attacks > > ***Attack Bonus.*** +10 > ### Legendary Actions >The Blight Ganon can take four legendary action. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Blight Ganon regains spent legendary actions at the start of its turn. > > ***Attack.*** The Blight Ganon makes one attack.
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BOSSES
\page ___ > ## Waterblight Ganon > ___ > - **Damage Vulnerabilities** Lightning > - **Damage Resistances** Cold > ___ > ### Actions > ***Spear.*** Melee Attack: Reach 10 ft. or Ranged Attack: Range 20/60 ft., one target. Hit: 10 (2d6+3) radiant plus 1: 2 (1d4) or 2: 3 (1d6) or 3: 4 (1d8) or 4: 5 (1d10) cold damage. > > ***Ice Sphere (Recharge 5-6).*** A 5-foot-diameter sphere of ice appears in an unoccupied adjacent space and lasts for 1d4+1 rounds or until it takes any damage, during which time Waterblight Ganon can move it up to 30 feet per round. The first time any creature comes within 5 feet of the sphere on a turn it must make a Dexterity saving throw. The creature takes 1: 14 (4d6) or 2: 18 (4d8) or 3: 22 (4d10) or 4: 26 (4d12) cold damage on a failed save, or half as much damage on a successful one. The Sphere has an AC of 12 plus the Blight Ganon number. > > ***Control Water.*** The water level in a 60 ft. radius around Waterblight Ganon rises or falls up to 20 feet. It returns to normal after 1d4+1 rounds. (Water is created or destroyed if necessary.) > ### Legendary Actions > ***Control Water.*** (as the Action) ___ > ## Fireblight Ganon > ___ > - **Damage Vulnerabilities** Cold > - **Damage Resistances** Fire > ___ > ### Actions > ***Sword.*** Melee Attack: Reach 5 ft., one target. Hit: 10 (2d6+3) radiant plus 1: 2 (1d4) or 2: 3 (1d6) or 3: 4 (1d8) or 4: 5 (1d10) fire damage. > > ***Flaming Sphere (Recharge 5-6).*** A 5-foot-diameter sphere of fire appears in an unoccupied adjacent space and lasts for 1d4+1 rounds or until it takes any damage, during which time Fireblight Ganon can move it up to 30 feet per round. The first time any creature comes within 5 feet of the sphere on a turn it must make a Dexterity saving throw. The creature takes 1: 14 (4d6) or 2: 18 (4d8) or 3: 22 (4d10) or 4: 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. The Sphere has an AC of 12 plus the Blight Ganon number. > ### Legendary Actions > ***Move Flaming Sphere*** up to 30 feet. ___ > ## Windblight Ganon > ___ > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Cold > ___ > ### Actions > ***Beam.*** Ranged Attack: Range 100/300 ft., one target. Hit: 10 (2d6+3) radiant plus 1: 2 (1d4) or 2: 3 (1d6) or 3: 4 (1d8) or 4: 5 (1d10) cold damage. > > ***Lasers (Recharge 5-6).*** Ranged Attack: Range 90 ft., three targets. Hit: 1: 14 (4d6) or 2: 18 (4d8) or 3: 22 (4d10) or 4: 26 (4d12) radiant damage. > > ***Wind Wall.*** Windblight Ganon causes the effects of a wind wall spell that lasts 1d4+1 rounds. > ### Legendary Actions > ***Wind Wall.*** (as the Action) ___ > ## Thunderblightblight Ganon > ___ > - **Speed** Fly 120 ft. (hover) > - **Damage Resistances** Cold > ___ > ### Actions > ***Sword.*** Melee Attack: Reach 5 ft., one target. Hit: 10 (2d6+3) radiant plus 1: 2 (1d4) or 2: 3 (1d6) or 3: 4 (1d8) or 4: 5 (1d10) lightning damage. > > ***Lightning (Recharge 5-6).*** Ranged Spell Attack: Range 90 ft., three targets. Hit: 1: 14 (4d6) or 2: 18 (4d8) or 3: 22 (4d10) or 4: 26 (4d12) lightning damage. > > ***Teleport.*** As a bonus action, it vanishes and reappears in a location it can see within 100 ft. > ### Legendary Actions > ***Teleport.*** (as the Action)
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\page ___ ___ > ## Calamity Ganon >*Huge construct, Neutral Evil* > ___ > - **Armor Class** 21 > - **Hit Points** 402(35d12 + 175) > - **Speed** 30 ft. Climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|18 (+4)|20 (+5)|15 (+2)|17 (+3)|5 (-3)| >___ > - **Saving Throws** Str +14, Dex +12, Con +13, Wis +11 > - **Skills** Athletics +14, Perception +11 > - **Damage Vulnerabilities** Radiant > - **Damage Resisitances** Fire, Cold, Lightning > - **Damage Immunities** Poison Necrotic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > - **Senses** passive Perception 21 > - **Languages** Common, Moblin, Shiekah > - **Challenge** 25 (75,000 XP) > ___ > ***Legendary Resistance (3/day).*** If Calamity Ganon fails a saving throw, it can choose to succeed instead. > > ***Magic Resistance.*** Dark Beast Ganon has advantage on saving throws against spells and other magical effects. > > ***Shield Deflect.*** Any time Calamity Ganon is targeted by a ranged attack, a Magic Missile spell, a line spell, or a spell that requires a ranged Attack roll, it can spend its reaction to roll a d6. On a 1 to 5, Calamity Ganon is unaffected by the attack or spell. On a 6, it is unaffected, and the effect is reflected back at the source as though it originated from Calamity Ganon, turning the source into the target. > > ***Malice Sponge.*** Whenever Calamity Ganon is dealt necrotic damage, prevent that damage and it regains that many hitpoints instead. > > ***Regeneration.*** Calamity Ganon regains 10 hit points at the start of its turn. If it takes radiant damage, its Regeneration does not function on its next turn. > ### Actions > ***Multiattack.*** Calamity Ganon makes five attacks: one sword, one claw, one pincer, one spear, and one beam. > > ***Sword.*** Melee Attack: Reach 5 ft., one target. Hit: 18 (2d10+6) radiant damage plus 4 (1d8) fire damage. > > ***Claw.*** Melee Attack: Reach 5 ft., one target. Hit: 20 (3d8+6) radiant damage. > > ***Pincer.*** Melee Attack: Reach 5 ft., one target. Hit: 19 (2d12+6) radiant damage. > > ***Spear.*** Melee Attack: Reach 15 ft., one target. Hit: 16 (2d8+6) radiant damage plus 4 (1d8) cold damage. > > ***Beam.*** A beam of brilliant white light streaks out in a 5-foot-wide, 100-foot-long line. Each creature in the area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 31 (3d20) radiant damage and is stunned for one round. On a successful save, it takes half as much damage and isn't stunned. > > ***Energy Shield (Recharge 6).*** Calamity Ganon becomes resistant to radiant damage and immune to all other damage until the end of its next turn. > ### Legendary Actions >Calamity Ganon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Calamity Ganon regains spent legendary actions at the start of its turn. > > ***Attack.*** Calamity Ganon makes one attack. It cannot use that attack until the start of its next turn. > > ***Teleport.*** Calamity Ganon vanishes and reappears in a location it can see within 100 ft. > > ***Energy Shield.*** Calamity Ganon activates its Energy Shield if it is charged, or rolls to recharge if it is not.
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___ ___ > ## Dark Beast Ganon >*Gargantuan fiend, Neutral Evil* > ___ > - **Armor Class** 25 > - **Hit Points** 990(33d20 + 330) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|11 (+0)|30 (+10)|3 (-4)|11 (+0)|11 (+0)| >___ > - **Saving Throws** Int +5, Wis +9, Cha +9 > - **Skills** Athletics +16, Perception +13 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Bludgeoning, Piercing, Slashing, Psychic, Thunder > - **Damage Immunities** Acid, Cold, Fire, Lightning, Poison, Necrotic > - **Condition Immunities** Charmed, Frightened, Grappled, Paralyzed, Poisoned, Restrained > - **Senses** Blindsight 120 ft., Passive Perception 10 > - **Languages** Common, Moblin, Sheikah; cannot speak > - **Challenge** 30 (155,000 XP) > ___ > ***Legendary Resistance (3/day).*** If Dark Beast Ganon fails a saving throw, it can choose to succeed instead. > > ***Magic Resistance.*** Dark Beast Ganon has advantage on saving throws against spells and other magical effects. > > ***Malice Sponge.*** Whenever Dark Beast Ganon is dealt necrotic damage, prevent that damage and it regains that many hitpoints instead. > > ***Regeneration.*** Dark Beast Ganon regains 20 hit points at the start of its turn and cannot die. The Magic that Seals the Darkness can banish it, but it cannot be killed. > ### Actions > ***Multiattack.*** Dark Beast Ganon can use its Frightful Presence. It then makes five attacks: one bite, two hooves, one tusks, and one tail. It can use its Swallow instead of its bite. > > ***Bite.*** Melee Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) necrotic damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Dark Beast Ganon can't bite another target. > > ***Hooves.*** Melee Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) necrotic damage. > > ***Tusks.*** Melee Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) necrotic damage. > > ***Tail.*** Melee Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) necrotic damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. > > ***Frightful Presence.*** Each creature of Dark Beast Ganon's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Dark Beast Ganon is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Dark Beast Ganon's Frightful Presence for the next 24 hours. > > ***Swallow.*** Dark Beast Ganon makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Dark Beast Ganon, and it takes 56 (16d6) necrotic damage at the start of each of Dark Beast Ganon's turns. If Dark Beast Ganon takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Dark Beast Ganon. If Dark beast Ganon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. > > ***Spawn Malice.*** 1d6+4 Malice Slimes appear in unoccupied spaces within 300 feet of Dark Beast Ganon, each one taking up 1d4+1 5 foot squares. Each one should appear on a Divine Beast Control Terminal or Main Control Console if possible. > ### Legendary Actions > Calamity Ganon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Calamity Ganon regains spent legendary actions at the start of its turn. > > ***Attack.*** Calamity Ganon makes one hoof or tail attack. > > ***Chomp (Costs 2 Actions).*** Calamity Ganon makes one bite attack or uses its Swallow. > > ***Spawn Malice.*** 1 Malice Slime appears in an unoccupied space within 300 feet of Dark Beast Ganon taking up 1d4+1 5 foot squares. Dark Beast Ganon can take this Legendary Action multiple times at once.
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