BOTWD&D

by CallMeCal

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Contents

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

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Note: This is a Setting Guide

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


* Non-Canon Content

Content marked with an asterisk is not from Breath of the Wild. It may be from a different Legend of Zelda game or from the mind of the author, but DMs should feel free to include or exclude this content at their own discretion.

Maps

Pre-Calamity

Post-Calamity Ruins

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Sheikah Waypoints

Races

Gerudo

My name is Riju, descendant of the royal line and leader of the Gerudo people! With the power of the heirloom passed down in my family, I shall calm the Divine Beast Vah Naboris. Ancestors of the Gerudo! Answer my call! Aid me in this task!

-Riju, Gerudo Chief

The highly exclusive race of warrior women from the Gerudo desert are a sight to behold. As beautiful as they are deadly, the Gerudo march into combat with passion and drive. They may not live as long as the other races of Hyrule, but they will live life to its fullest because of this.

Tanned and Fiery

The Gerudo have dark, tanned skin often paired with hair of fiery hues, red being the most common. They have pointed ears and pronounced pointed noses as defining facial features. Their large, sharp eyes offer an enchanting glare, which they often accentuate through the use of make-up.

The Gerudo women are proud of powerful bodies and dress accordingly, wearing long, light flowing fabrics, often showing their midriffs and golden jewelry adorned with gemstones. This theme carries on to their weaponry, as the Gerudo often adorn their signature scimitars, spears and bows in the same manner.

An Amazonian Society

It is extremely rare that a Gerudo woman bears a male child. 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.

Goron

Just 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.

Hylian

Your path seems to mirror your father's. You've dedicated yourself to becoming a knight, as well. Your commitment to the training necessary to fulfill your goal is really quite admirable. I see now why you would be the chosen one.

-Princess Zelda

Despite the fall of the Hyrule Kingdom, the Hylian race lives on. They make their home the world over, undeterred by the calamity which upset their society years ago. Many make an honest living in villages, while others have opened ranching services to adventurers. Hardships come and go, but the Hylians stand strong, ready to push forward for the betterment of all.

Adaptable

Hylians are a humanoid race with rounded faces and pointed ears. They normally have fair skin tones, but eye color, hair color, body type, and clothing style vary widely.

Hylians easily adapt to whatever environment or task they are taking on. If there is a job to do, whether farming or smithing or taming horses, a Hylian can figure out a way to equip themselves for the task.

Under One Kingdom

The Hylians homelands are the rolling plains of central Hyrule. Many villages are sprawled across the grasslands, allowing them to farm and manage their animals with ease. Through diplomacy and mutual assistance, the Hylians were able to form the Kingdom of Hyrule, bringing all other races 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

If your campaign uses the optional Feat rules, you can replace the Ability Score Increase racial trait with the following 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.

Rito

Very 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.)

Zora

Father, are you well, I wonder....I want you to know....I have always followed my heart.

-Mipha, Zora Champion

Mysterious and lovely creatures, the Zora are competent divers, lancers, and jewel crafters. Living within a giant statue honoring their homeland, the Zora quietly protect the world from the torrents which would swallow it whole.

Smooth Skinned

The Zora are fish-like humanoids who have smooth, scaled skin of various hues and shades. Rather than growing hair, they have fin like extremities which cause their head to resemble a shark or dolphin. Zora bodies are slender, built for aquadynamics, the men having more muscle mass while then women have gentler curves.

The Zora tend to avoid clothing as a whole, opting to wear accessories instead. Headbands, necklaces, bracelets and anklets are all common among the Zora. Those who take up arms may wear sleek breast plates and bracers to help protect themselves.

Old and New

The Zora live for a very long time, and this longevity impacts their society greatly. Those who are in power among the Zora stay there for a very long time, leading to strict adherence to tradition and grudges to be held for ages. This does not stop the young from dreaming and acting to bring change to their home. There is tension between the elders and the young often over the thought of changing their ways.

Of the Lake

Zora 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.

Culture


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.

Languages

Standard Languages

Language Typical Speakers Script
Common Hylians 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
Sheikah Sheikah, Constructs Ancient
Sylvan Koroks, Fey Ancient

Items


Ancient Armor

Armor (half plate or plate)
Very Rare (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, your Ancient Weapons deal an additional 2d6 force damage, and you gain damage resistances: fire, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons.

The smoothly articulated gears and joints in this armor do not give disadvantage on stealth checks.


Ancient Arrow

Ammunition (arrow)
Uncommon (1,000gp)

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 force damage and 2d6 thunder damage, and all creatures in a 5 ft. radius must make a DC 18 Dexterity saving throw or take 1d6 force damage.

A nonlegendary creature hit by this arrow is reduced to 0 hit points and its body is destroyed.


x3 Ancient Bow

Weapon (shortbow or longbow)
Very Rare (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 force damage instead.

This bow has 7 charges, and regains 1d6+1 charges each dawn. As an action, you can expend a charge and fire an arrow from the bow to cast conjure barrage with a DC of 8 plus your Proficiency bonus plus your Dexterity modifier, requiring no components other than the fired arrow. The arrow can be magical, and if it has additional effects a creature who fails its saving throw also takes the additional effects of that arrow.


Ancient Weapon

Weapon (any melee), Rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

This weapon deals force damage instead of its normal damage type.


Bomb Arrow

Ammunition (arrow)
Mundane (100gp)

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.


Bow of Light

Weapon (Longbow), Legendary

You have a +3 bonus to attack and damage rolls made with this magic longbow.

When you fire an arrow through this bow, it deals an additional 2d10 radiant damage. Alternately, as an attack with this bow, you can cast guiding bolt without requiring components or ammunition.


Fire, Ice, or Shock Arrow

Ammunition (arrow)
Common (25gp)

A target hit by this magic arrow takes an additional 1d4 fire, cold, or lightning damage. This damage increases to 1d6 if fired from a magic bow.


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.


Flamebreaker Armor

Armor (plate), Uncommon

While wearing this armor, you are resistant to fire damage and immune to nonmagical fire damage except from lava.


Gerudo Armor

Armor (studded leather), Common

While wearing this armor, you are immune to the negative effects of a hot environment.


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.


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.


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.


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.


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.


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
Slots
Magic Common 50gp 1d4 1
Greater Magic Uncommon 100gp 2d4 1
Superior Magic Rare 500gp 4d4 2
Supreme Magic Very Rare 5,000gp 8d4 4

The Master Sword

Weapon (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.


Paraglider

Tool, Mundane (1,000gp)

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.


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.


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.


Roc's Feather*

Wondrous Item, Common

As a bonus action while holding this feather, you can fly up to 10 feet without provoking opportunity attacks.


Rubber Armor

Armor (leather), Uncommon

While wearing this armor, you are resistant to lightning damage and immune to nonmagical lightning damage.


Snowquill Armor

Armor (leather), Uncommon

While wearing this armor, you are resistant to cold damage and immune to nonmagical cold damage.


Spiked Boots

Boots, Mundane (10gp)

While wearing these boots, your walking speed is reduced by 5, but you are unaffected by nonmagical difficult terrain.


Stealth Armor

Armor (leather), Uncommon

While wearing this armor, you have advantage on Stealth checks, and you can Hide as a bonus action.


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.


Thunder helm

Armor (helmet), Rare

While wearing this helmet, you and all friendly creatures within 20 feet are immune to lightning damage.


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.


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.





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.

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.

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 30 (+10) - DEX 11 (+0) - CON 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 Resistance. 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 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.

Gerudo Divine Beast Vah Naboris


Gargantuan Construct Vehicle, Unaligned


  • Armor Class 18 (Natural Armor)
  • Hit Points 270 (15d20+105)
  • Speed 50

  • STR 25 (+7) - DEX 17 (+3) - CON 25 (+7)

  • Damage Immunities Lightning, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Magic Resistance. 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 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 Nahboris makes two Lightning attacks, or one Lightning attack and one Slam attack.

Slam. Melee Attack: +12 to hit, reach 5 ft., one target. Hit 20 (3d8+7) 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 20 (+5) - DEX 30 (+10) - CON 20 (+5)

  • Damage Immunities Cold, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Magic Resistance. 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 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 25 (+7) - DEX 20 (+5) - CON 25 (+7)

  • Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Magic Resistance. 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 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.

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.

Piloting Your Divine Beast

The Divine Beast seems to be a living mass of gears and pistons and scaffolding. There is enough open space between the pieces that it is easy enough to see into and climb around in, but there is definitely not enough room to run or fly, and every step must be made carefully.

It is a DC 15 Athletics check to board a Divine Beast from the side (DC 5 if the Beast is willing). The interior of a Divine Beast is considered Difficult Terrain. While aboard a Divine Beast you can spend movement to ascend or descend with a DC 10 Athletics check; if you fail climbing up, you land where you started; if you fail climbing down, you fall the distance you were attempting to climb.

Occupants on the top level of a Divine Beast are visible from off the Divine Beast. Occupants not on the top level but on a square that borders the exterior are visible from off the Divine Beast, but have 3/4 Cover. Occupants not on the top level of a Divine Beast have Half Cover from every non-adjacent square of the Divine Beast out to 15 feet, 3/4 Cover out to 30 feet, and Total Cover beyond that. Occupants not on the top level of a Divine Beast and on a square that does not border the exterior are not visible from off the Divine Beast.

Unlike most tokens, a Divine Beast has a facing. It can turn 90 degrees in either direction by spending 5 feet of movement. When moving any direction more than 45 degrees away from forward, it moves at half speed.

Some Divine Beast attacks are made by a specific part of its body, and so the target must be within the listed range of that body part to be targeted by that attack.

Each Divine Beast has seven magical nodes distributed around its body: a Guidance Stone, five Control Terminals, and the Main Control Console. A person can use a Control Terminal or the Main Control Console to pilot the Divine Beast, or to help someone else do so. The Guidance Stone is where you can link a Sheikah Slate to the Divine Beast, after which you can use it to pilot the Divine Beast remotely.

These nodes are indicated on the Divine Beast maps by dots, each dot with a number indicating its altitude in feet from the bottom of the Divine Beast. The Guidance Stone's dot is cyan, the Control Terminals' dots are yellow, and the Main Control Console's dot is green.

Each Divine Beast can only be linked to a single Sheikah Slate at a time; however, any number of Sheikah Slates can register a Divine Beast as a Fast Travel waypoint.

To attempt to pilot the Divine Beast, spend a bonus action or a reaction and make an Arcana check using Charisma or Intelligence. The DC is 10, +5 for each Control Terminal that is currently Maliced, +10 if the Main Control Console is currently Maliced, -5 if using a Control Terminal, -10 if using the Main Control Console.

If you succeed on the piloting check as a bonus action on your turn, you can make the Divine Beast move up to its speed and take one Action. If you succeed as a reaction, you can make the Divine Beast take its Reaction.

If you fail the piloting check, the Divine Beast does nothing, unless the Main Control Console is Maliced, in which case it acts at Ganon's command instead.

Enemies

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 60 ft., Passive Perception 9
  • Languages Moblin
  • Challenge 1/4 (50 XP)

Actions

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 60 ft., Passive Perception 9
  • Languages Moblin
  • Challenge 1 (200 XP)

Actions

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 60 ft., Passive Perception 12
  • Languages Moblin
  • Challenge 2 (450 XP)

Improved Critical. The Bokoblin scores a critical hit on a roll of 19 or 20 on the d20.

Actions

Multiattack. The Bokoblin makes two melee attacks

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


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 60 ft., Passive Perception 13
  • 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) 10 (+0) 8 (-1)

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

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 four 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.

Moblins

"This 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 30 ft

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 8 (-1) 8 (-1) 8 (-1)

  • Senses Darkvision 60 ft., 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 30 ft

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 8 (-1) 8 (-1) 8 (-1)

  • Senses Darkvision 60 ft., 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 30 ft

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

  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Moblin
  • Challenge 5 (1,800 XP)

Danger Sense. The Moblin has advantage on Dexterity saving throws against effects it can see.

Actions

Multiattack. The Moblin makes two melee attacks

Greatsword. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) Slashing damage

Glaive. Melee Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (2d8+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


Silver Moblin

Large humanoid (goblinoid), Chaotic Evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 168 (16d10+80)
  • Speed 30 ft

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 60 ft., 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 30 ft

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 8 (-1) 8 (-1) 8 (-1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Darkvision 60 ft., 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: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) Slashing damage plus 7 (2d6) fire, cold, or lightning damage

Glaive. Melee Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) Piercing damage

Gore. Melee Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d10+6) Piercing damage

Javelin. Ranged Attack: +14 to hit, range 30/120 ft., one target. Hit: 10 (1d10+6) 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.

Lizalfos

"These quick-witted, lizard-like monsters can be found all over Hyrule. They're a sly species that lurks underwater or uses camouflage to blend in with the environment to launch ambushes. Moreover, they never sleep."


Green Lizalfos

Medium humanoid (lizardfolk), Chaotic Evil


  • Armor Class 15 (Natural Armor, Shield)
  • 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, Shield)
  • 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, Shield)
  • 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

Multiattack. The Lizalfos makes two melee attacks

Boomerang. Melee Attack: +8 to hit, reach 5 ft., or Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 9 (1d10+4) Slashing damage

Bite. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Piercing damage

Longbow. Two-Handed Ranged Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) Piercing damage


Red Lizalfos

Medium humanoid (lizardfolk), Chaotic Evil


  • Armor Class 17 (Natural Armor, Shield)
  • 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
  • Damage Vulnerabilities cold
  • Damage Resistances fire
  • 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, Shield)
  • 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
  • Damage Vulnerabilities fire
  • Damage Resistances cold
  • 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) cold 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, Shield)
  • 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
  • Damage Resistances lightning
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Moblin
  • Challenge 4 (1,100 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) lightning damage

Lightning Breath (Recharge 5-6). The Lizalfos exhales lightning in a 30-foot line. 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.


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)

  • Skills Perception +4, Stealth +10
  • Damage Resistances Cold, Fire, or Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • 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 30/120 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)

  • Skills Perception +6, Stealth +13
  • Damage Resistances Cold, Fire, and Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • 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 30/120 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: 11 (1d10+6) Piercing damage plus 10 (3d6) fire, cold, 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 Lizalfos regains spent legendary actions at the start of its turn.

Attack. The Lizalfos makes one attack.

Octoroks

These once aquatic animals have adapted numerous forms to suit their various environments. They use their camouflage coloring and a piece of their local environment to stay hidden below the surface, then leap up to spit rocks at the unwary.


Octorok

Small beast, Unaligned


  • Armor Class 12
  • Hit Points 9 (2d6+2)
  • Speed 10
  • Challenge 1 (200 XP)

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

  • Skills Stealth +8, Perception +4
  • Senses Tremorsense 60 ft., Passive Perception 13
  • Languages --

Sniper. The Octorok can Hide as a bonus action.

Camouflage. The Octorok has advantage on Stealth checks made in its favored terrain.

Sneak Attack. It deals an additional 3 (1d6) damage on one attack per turn when it has advantage, or when the target is threatened by another enemy.

Actions

Spit Rock. Ranged Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) bludgeoning damage






































Water Octorok


  • Favored terrain water
  • Speed Swim 30, Fly 10 (hover)

Hides under water plants


Snow Octorok


  • Favored terrain snowy
  • Speed Burrow 30
  • Damage Vulnerabilities fire
  • Damage Resistances cold

Hides under snow


Forest Octorok


  • Favored terrain grass, shrubs
  • Speed Burrow 30

Hides under a shrub


Treasure Octorok


  • Favored terrain sandy
  • Speed Burrow 30

Hides under a wooden chest


Rock Octorok


  • Favored terrain rocky
  • Speed Burrow 30

Hides under a rock


Sky Octorok


  • Favored terrain clouds
  • Speed Fly 30 (hover)

Hides in clouds


Wizzrobes

These spell-casting monsters can be found all over Hyrule. They use their magic rods to hurl elemental spell attacks, summon elemental monsters, and change the weather.


Fire Wizzrobe

Medium fey, Chaotic Evil


  • Armor Class 15
  • Hit Points 18 (5d8-5)
  • Speed 25
  • Challenge 2 (450 XP)

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

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
  • Challenge 4 (1,100 XP)

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 8 (-1) 11 (+0) 19 (+4) 12 (+1)

  • Saving Throws Wisdom +7
  • Damage Vulnerabilities cold
  • Damage Resistances fire
  • Senses Passive Perception 14
  • Languages Moblin, Sylvan

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., three targets. 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.


Ice Wizzrobe

Medium fey, Chaotic Evil


  • Armor Class 15
  • Hit Points 18 (5d8-5)
  • Speed 25
  • Challenge 2 (450 XP)

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

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.



















Blizzrobe

Medium fey, Chaotic Evil


  • Armor Class 17
  • Hit Points 25 (7d8-7)
  • Speed 25
  • Challenge 4 (1,100 XP)

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 8 (-1) 11 (+0) 19 (+4) 12 (+1)

  • Saving Throws Wisdom +7
  • Damage Vulnerabilities fire
  • Damage Resistances cold
  • Senses Passive Perception 14
  • Languages Moblin, Sylvan

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

Blizz Rod. Ranged Spell Attack: +7 to hit, range 60 ft., three targets. 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.


Electric Wizzrobe

Medium fey, Chaotic Evil


  • Armor Class 15
  • Hit Points 18 (5d8-5)
  • Speed 25
  • Challenge 2 (450 XP)

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

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 Electric 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
  • Challenge 5 (1,800 XP)

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 8 (-1) 11 (+0) 19 (+4) 12 (+1)

  • Saving Throws Wisdom +7
  • Damage Resistances lightning
  • Senses Passive Perception 14
  • Languages Moblin, Sylvan

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

Thunder Rod. Ranged Spell Attack: +7 to hit, range 60 ft., three targets. Hit: 10 (3d6) lightning damage

Summon Monsters (Recharge 6). 5 (1d6+2) 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 3 (1d6) 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.

Keese

This nocturnal bat-like species is weak enough to fell with a single strike. Sometimes they attack in packs, and some of them have elemental attacks.


Keese

Tiny beast, Unaligned


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

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

  • Senses Blindsight 60 ft., passive Perception 11
  • Languages --
  • 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 (+0) 2 (-4) 12 (+1) 4 (-3)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses Blindsight 60 ft., passive Perception 11
  • Languages --
  • Challenge 1/4 (50 XP)

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

Chuchus

"This gel-based monster can be found all over Hyrule. It tends to spring its attacks on unsuspecting prey from the ground or from trees. Its strength varies by size, and the type of damage it deals varies depending on whether the Chuchu was heated up, cooled down, or shocked."


Small Chuchu

Small Ooze, Unaligned


  • Armor Class 9
  • Hit Points 13 (2d6+6)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

  • Skills Stealth +3
  • Damage Vulnerabilities Slashing, Piercing
  • Damage Resistances Bludgeoning, Thunder
  • Damage Immunities Acid, Cold, Fire, or Lightning
  • Condition Immunities Deafened, Exhaustion, Prone
  • Senses Passive Perception 8
  • Languages --
  • Challenge 1/4 (50)

Splash. Whenever a creature hits the Chuchu with a melee attack, that creature must make a DC 15 Dexterity saving throw or take 3 (1d6) acid, cold, fire, or lightning damage.

Bounce. The Chuchu can make a standing 15 foot leap as a bonus action. If it makes this leap straight 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 +6
  • Damage Vulnerabilities Slashing, Piercing
  • Damage Resistances Bludgeoning, Thunder
  • Damage Immunities Acid, Cold, Fire, or Lightning
  • Condition Immunities Deafened, Exhaustion, Prone
  • Senses Passive Perception 8
  • Languages --
  • Challenge 3 (700)

Splash. Whenever a creature hits the Chuchu with a melee attack, that creature must make a DC 18 Dexterity saving throw or take 7 (2d6) acid, cold, fire, or lightning damage.

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



Malice Slime

Various Size Ooze, Neutral Evil


  • Armor Class 8
  • 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 --
  • 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.

Bosses

Lynel

"These fearsome monsters have lived in Hyrule since ancient times. They possess intense intelligence, resilience, and strength, making them among the most dangerous monsters in all the land. This is compounded by the fact that they have a natural resistance to all elements. Lynels will not usually attack on sight, offering a chance to retreat before combat."



Red-Maned Lynel

Large monstrosity (centaur), Neutral Evil


  • Armor Class 18 (Studded Armor, Shield)
  • Hit Points 102 (12d10+36)
  • Speed 50

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)

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 Armor, Shield)
  • Hit Points 190 (20d10+80)
  • Speed 55

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)

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.


White-Maned Lynel

Large monstrosity (centaur), Neutral Evil


  • Armor Class 20 (Studded Armor, Shield)
  • Hit Points 263 (25d10+125)
  • Speed 60

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)

Danger Sense. The Lynel has advantage on Dexterity saving throws against effects it can see.

Superior 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: 11 (1d10+6) 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 Armor, Shield)
  • Hit Points 345 (30d10+180)
  • Speed 70

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; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 120 ft., Passive Perception 18
  • Languages Common, Moblin
  • Challenge 25 (75,000)

Danger Sense. The Lynel has advantage on Dexterity saving throws against effects it can see.

Superior 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 30-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.



Gold Lynel

Large monstrosity (centaur), Neutral Evil


  • Armor Class 21 (Studded Armor, Shield)
  • Hit Points 435 (30d10+270)
  • Speed 70

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 Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Cold, Fire, and Lightning
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 120 ft., Passive Perception 22
  • Languages Common, Moblin
  • Challenge 30 (155,000)

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). The 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.

Guardians

"The Sheikah of ancient Hyrule developed this as a weapon to combat Ganon. Its six legs give it extraordinary mobility, and its powerful laser provides far greater offensive capability than conventional weaponry. Destroying the legs severely reduces its mobility. Its laser eye is its weak point."



Guardian Stalker

Large Construct, Unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 210 (20d10+100)
  • Speed 40

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 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 and Sheikah; cannot speak
  • Challenge 13 (10,000)

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.

Blight Ganons

These phantoms of Ganon were designed to attack the Divine Beasts and their Champions. They are made of Guardian parts animated by Malice.


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.

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 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 +9
  • 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 2 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Blight Ganon regains spent legendary actions at the start of its turn.

Attack. The Blight Ganon makes one attack.


Blight Ganon 3

Large construct, Neutral Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 241 (23d10+115)
  • Speed Fly 60 ft. (hover)

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

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

Legendary Resistance (3/day). If the Blight Ganon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Blight Ganon makes four attacks

Attack Bonus. +8

Legendary Actions

The Blight Ganon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Blight Ganon regains spent legendary actions at the start of its turn.

Attack. The Blight Ganon makes one attack.


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
19 (+4) 19 (+4) 20 (+5) 11 (+0) 12 (+1) 5 (-3)

  • Saving Throws Strength +10, Dexterity +10, Constitution +11, Wisdom +7
  • Skills Athletics +10, Perception +7
  • 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 4 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Blight Ganon regains spent legendary actions at the start of its turn.

Attack. The Blight Ganon makes one attack.


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)


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.


Thunderblight Ganon


  • Speed Fly 120 ft. (hover)
  • Damage Resistances lightning

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)




















Calamity Ganon

"The source of the darkness that has appeared time and again throughout Hyrule's history. It's been called many names, from 'Great King of Evil' to 'Calamity.'"


Huge construct, Neutral Evil


  • Armor Class 21 (Natural Armor)
  • 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 Resistances Fire, Cold, Lightning
  • Damage Immunities Poison, Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Passive Perception 21
  • Languages Common, Moblin, Sheikah
  • 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.














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 skills
  • Damage Vulnerabilities Radiant
  • Damage Resistances Bludgeoning, Piercing, Slashing, Psychic, Thunder
  • Damage Immunities Acid, Cold, Fire, Lightning, Poison, Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • 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.

Index

A


  • Ancient Armor ... 13
  • Ancient Arrows ... 13
  • Ancient Bow ... 13
  • Ancient Weapon ... 13
  • Armor ... 13-16

B


  • Blight Ganons ... 44-46
  • Blizzrobe ... 34
  • Bokoblins ... 25-26
  • Bomb Arrow ... 13
  • Boomerang ... 14
  • Bosses ... 39-48
  • Bow of Light ... 13

C


  • Calamity Ganon ... 47-48
  • Chuchus ... 37
  • Credits ... 50
  • Culture ... 11

D


  • Dark Beast Ganon ... 48
  • Demise (God) ... 11
  • Din (Goddess) ... 11
  • Divine Beasts ... 18-23

E


  • Electric Chuchus ... 37
  • Electric Keese ... 36
  • Electric Wizzrobe .. 35
  • Enemies ... 24-48

F


  • Farore (Goddess) ... 11
  • Fire Arrows ... 13
  • Fire Chuchu ... 37
  • Fire Keese ... 36
  • Fire Wizzrobe ... 33
  • Fireblight Ganon ... 44-46
  • Flameblade ... 14
  • Flamebreaker Armor ... 14
  • Frostblade ... 14

G


  • Ganon ... 47-48
  • Gerudo (Race) ... 6
  • Gerudo Armor ... 14
  • Gods ... 11
  • Golden Goddesses ... 11
  • Goron (Race) ... 7
  • Guardians ... 43

H


  • Hover Boots ... 14
  • Hylia (Goddess) ... 11
  • Hylian (Race) ... 8
  • Hylian Shield ... 14
  • Hyrule (Map) ... 3-4

I


  • Ice Arrows ... 13
  • Ice Chuchu ... 37
  • Ice Keese ... 36
  • Ice Wizzrobe ... 34
  • Iron Boots ... 14
  • Items ... 12-17, 34

K


  • Keese ... 36
  • Korok Leaf ... 14

L


  • Languages ... 11
  • Lizal Boomerang ... 14
  • Lizalfos ... 29-31
  • Lynels ... 40-42

M


  • Magic Items ... 13-17, 34
  • Magic Potion ... 15
  • Magic Rods ... 34
  • Malice ... 38
  • Maps ... 3-4
  • The Master Sword ... 15
  • Meteo Wizzrobe ... 33
  • Moblins ... 27-28
  • Monsters ... 24-48

N


  • Nayru (Goddess) ... 11

O


  • Octoroks ... 32

P


  • Paraglider ... 15
  • Patrons ... 11
  • Pegasus Boots ... 15
  • Piloting ... 23
  • Power Gauntlets ... 15

R


  • Races ... 5-10
  • Rito (Race) ... 9
  • Roc's Feather ... 15
  • Rubber Armor ... 15

S


  • Sheikah Slate ... 17
  • Shock Arrows ... 13
  • Snowquill Armor ... 16
  • Spiked Boots ... 16
  • Stealth Armor ... 16
  • Switch Hook ... 16
  • The Sword That Seals the Darkness ... 15

T


  • Thunder Helm ... 16
  • Thunder Wizzrobe ... 35
  • Thunderblight Ganon ... 44-46
  • Travel Medallion ... 16

V


  • Vah Medoh ... 21
  • Vah Naboris ... 20
  • Vah Rudania ... 22
  • Vah Ruta ... 19

W


  • Waterblight Ganon ... 44-46
  • Weapons ... 13-15, 34
  • Windblight Ganon ... 44-46
  • Wizzrobes ... 33-35
  • Wondrous Items ... 14-17

Z


  • Zora Armor ... 16
  • Zora (Race) ... 10

Credits:

Maps: Caleb Wichman
Races Art and Flavor Text: simplysoren
Items Cover Art: estivador
Culture Cover Art: Nuavic
Divine Beasts Cover Art: platypusofdoom
Enemies Cover Art: russeldels
Bokoblin Camp Art: heavymetalhanzo
Lizalfos Art: marceline-fox
Chuchus Art: arenia
Bosses Cover Art: dolvadeen
Hyrule Castle Map: piranhaplant
All Other Art, Quoted Flavor Text: Nintendo
All Other Text and Design: Caleb Wichman

 

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