Monsters of Hyrule 5e

by Polteageist

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Monsters of Hyrule for D&D 5e

Created by Kestrel

This document aims to adapt the enemies and monsters of The Legend of Zelda: Breath of the Wild and Hyrule Warriors: Age of Calamity for Dungeons & Dragons 5e. This project is inspired by CallMeCal’s similar adaptation, which can be found here: https://www.gmbinder.com/share/-Ll_Iotd1GVBOhyV5Zur

This document's counterpart, the Hyrule Campaign Setting, including races, classes, backgrounds, spells, and magic items, can be found here: https://www.gmbinder.com/share/-MtU8oGYF_gsiy2Zn8-u


Fairy

Tiny fey


  • Armor Class 18
  • Hit Points 1 (1d4 - 1)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 11 (+0) 17 (+3) 14 (+2)

  • Saving Throws DEX +5
  • Skills Medicine +5, Perception +5
  • Senses Darkvision 60 ft., Passive Perception 15
  • Languages Faerie
  • Challenge 0 (0 XP)

Innate Spellcasting. The fairy's spellcasting ability is Wisdom. The fairy can innately cast the following spell, requiring no material components:

3/day: cure wounds


Master Cycle Zero

Large construct


  • Armor Class 16
  • Hit Points 39 (6d8+12)
  • Speed 80 ft.

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

  • Saving Throws DEX +6
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Challenge 0 (10 XP)

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Stal Monsters

Any monster can be turned into a Stal monster by changing its creature type to undead and giving it the following feature.

Undead Fortitude. If damage reduces the monster to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the monster drops to 1 hit point instead.



Bokoblin

Small humanoid


  • Armor Class 11 (12 while mounted)
  • Hit Points 16 (3d6 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 5 (-3) 13 (+1) 8 (-1)

  • Skills Survival +3
  • Senses Passive Perception 11
  • Languages Bokoblish
  • Challenge 1/4 (50 XP)

Clumsy. When the bokoblin is hit by a melee weapon attack with a roll of at least 16 (17 while mounted), it drops everything it's holding.

Actions

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

Boko Bow. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) piercing damage.



Blue Bokoblin

Small humanoid


  • Armor Class 14 (15 while mounted)
  • Hit Points 60 (8d6 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 18 (+4) 5 (-3) 15 (+2) 8 (-1)

  • Saving Throws CON +6
  • Skills Perception +4, Survival +4
  • Senses Passive Perception 14
  • Languages Bokoblish
  • Challenge 2 (450 XP)

Clumsy. When the bokoblin is hit by a melee weapon attack with a roll of at least 19 (20 while mounted), it drops everything it's holding.

Actions

Multiattack. The bokoblin makes two weapon attacks.

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

Boko Bow. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 3) piercing damage.



Black Bokoblin

Small humanoid


  • Armor Class 17 (18 while mounted)
  • Hit Points 93 (11d6 + 55)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 21 (+5) 5 (-3) 17 (+3) 8 (-1)

  • Saving Throws CON +7
  • Skills Perception +5, Survival +5
  • Senses Passive Perception 15
  • Languages Bokoblish
  • Challenge 4 (1,100 XP)

Clumsy. When the bokoblin is hit by a melee weapon attack with a roll of at least 22 (23 while mounted), it drops everything it's holding.

Actions

Multiattack. The bokoblin makes three weapon attacks.

Boko Bat. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Boko Bow. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


Lizalfos

Medium humanoid


  • Armor Class 12
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 13 (+1) 16 (+3) 7 (-2)

  • Saving Throws DEX +4
  • Skills Stealth +4, Perception +5
  • Damage Vulnerabilities Cold
  • Senses Passive Perception 15
  • Languages Bokoblish
  • Challenge 1/2 (100 XP)

Ambush Master. The lizalfos has advantage on initiative rolls.

Actions

Lizal Boomerang. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Camouflage. The lizaldos becomes invisible. The invisibility ends if they move or take an action other than Hide.


Fire-Breath Lizalfos

Medium humanoid


  • Armor Class 14
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 7 (-2)

  • Saving Throws DEX +5
  • Skills Stealth +4, Perception +5
  • Damage Vulnerabilities Cold
  • Senses Passive Perception 15
  • Languages Bokoblish
  • Challenge 2 (450 XP)

Ambush Master. The lizalfos has advantage on initiative rolls.

Actions

Multiattack. The lizalfos makes two weapon attacks.

Lizal Boomerang. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Camouflage. The lizaldos becomes invisible. The invisibility ends if they move or take an action other than Hide.

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 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.


Ice-Breath Lizalfos

Medium humanoid


  • Armor Class 14
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 7 (-2)

  • Saving Throws DEX +5
  • Skills Stealth +4, Perception +5
  • Damage Vulnerabilities Cold
  • Senses Passive Perception 15
  • Languages Bokoblish
  • Challenge 2 (450 XP)

Ambush Master. The lizalfos has advantage on initiative rolls.

Actions

Multiattack. The lizalfos makes two weapon attacks.

Lizal Boomerang. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Camouflage. The lizaldos becomes invisible. The invisibility ends if they move or take an action other than Hide.

Ice Breath (Recharge 5–6). The lizalfos exhales ice in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one.


Electric Lizalfos

Medium humanoid


  • Armor Class 14
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 7 (-2)

  • Saving Throws DEX +5
  • Skills Stealth +4, Perception +5
  • Damage Vulnerabilities Cold
  • Senses Passive Perception 15
  • Languages Bokoblish
  • Challenge 2 (450 XP)

Ambush Master. The lizalfos has advantage on initiative rolls.

Actions

Multiattack. The lizalfos makes two weapon attacks.

Lizal Boomerang. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Camouflage. The lizaldos becomes invisible. The invisibility ends if they move or take an action other than Hide.

Electric Pulse (Recharge 5–6). The lizalfos emits electricity. Each creature within 5 feet of the lizalfos must make a DC 13 Dexterity saving throw, taking 17 (5d6) lightning damage on a failed save, or half as much damage on a successful one.



Moblin

Medium humanoid


  • Armor Class 14
  • Hit Points 76 (9d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 17 (+3) 5 (-3) 11 (+1) 7 (-2)

  • Saving Throws STR +6, CON +5
  • Skills Athletics +6, Intimidation +6
  • Senses Passive Perception 11
  • Languages Bokoblish
  • Challenge 3 (700 XP)

Lumbering. The moblin has disadvantage on Dexterity saving throws.

Actions

Multiattack. The moblin makes two weapon attacks.

Moblin Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.



Blue Moblin

Medium humanoid


  • Armor Class 16
  • Hit Points 126 (12d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 20 (+5) 5 (-3) 11 (+1) 7 (-2)

  • Saving Throws STR +10, CON +8
  • Skills Athletics +10, Intimidation +10
  • Senses Passive Perception 11
  • Languages Bokoblish
  • Challenge 6 (2,300 XP)

Lumbering. The moblin has disadvantage on Dexterity saving throws.

Actions

Multiattack. The moblin makes three weapon attacks.

Moblin Club. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage.



Black Moblin

Medium humanoid


  • Armor Class 18
  • Hit Points 184 (16d8 + 112)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 8 (-1) 23 (+6) 5 (-3) 11 (+1) 7 (-2)

  • Saving Throws STR +13, CON +10
  • Skills Athletics +13, Intimidation +13
  • Senses Passive Perception 11
  • Languages Bokoblish
  • Challenge 9 (5,000 XP)

Lumbering. The moblin has disadvantage on Dexterity saving throws.

Actions

Multiattack. The moblin makes three weapon attacks.

Moblin Club. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage.



Small Chuchu

Small ooze


  • Armor Class 10
  • Hit Points 13 (2d6 + 6)
  • Speed 10 ft.

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

  • Condition Immunities Prone
  • Senses Passive Perception 9
  • Challenge 1/8 (25 XP)

Elemental Absorption. If the chuchu takes fire, cold, or lightning damage, in addition to taking the normal damage, it transforms into a Small Elemental Chuchu of the type of damage it took.

Actions

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



Medium Chuchu

Medium ooze


  • Armor Class 9
  • Hit Points 30 (4d8 + 12)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
17 (+3) 6 (-2) 16 (+3) 1 (-5) 8 (-1) 1 (-5)

  • Condition Immunities Prone
  • Senses Passive Perception 9
  • Challenge 1/4 (50 XP)

Divide. If the chuchu is reduced to 0 hit points by an attack that deals slashing damage, it turns into two Small Chuchus.

Elemental Absorption. If the chuchu takes fire, cold, or lightning damage, in addition to taking the normal damage, it transforms into a Medium Elemental Chuchu of the type of damage it took.

Actions

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



Large Chuchu

Large ooze


  • Armor Class 8
  • Hit Points 51 (6d10 + 18)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 4 (-3) 16 (+3) 1 (-5) 8 (-1) 1 (-5)

  • Condition Immunities Prone
  • Senses Passive Perception 9
  • Challenge 1 (200 XP)

Divide. If the chuchu is reduced to 0 hit points by an attack that deals slashing damage, it turns into two Medium Chuchus.

Elemental Absorption. If the chuchu takes fire, cold, or lightning damage, in addition to taking the normal damage, it transforms into a Large Elemental Chuchu of the type of damage it took.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.



Small Elemental Chuchu

Small ooze


  • Armor Class 10
  • Hit Points 13 (2d6 + 6)
  • Speed 10 ft.

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

  • Damage Resistances Fire, Cold, or Lightning
  • Condition Immunities Prone
  • Senses Passive Perception 9
  • Challenge 1/8 (25 XP)

Splash. When the chuchu is hit by a melee attack, the attacker takes 2 (1d4) fire, cold, or lightning damage.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) fire, cold, or lightning damage.



Medium Elemental Chuchu

Medium ooze


  • Armor Class 9
  • Hit Points 30 (4d8 + 12)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
17 (+3) 6 (-2) 16 (+3) 1 (-5) 8 (-1) 1 (-5)

  • Damage Resistances Fire, Cold, or Lightning
  • Condition Immunities Prone
  • Senses Passive Perception 9
  • Challenge 1/4 (50 XP)

Divide. If the chuchu is reduced to 0 hit points by an attack that deals slashing damage, it turns into two Small Elemental Chuchus.

Splash. When the chuchu is hit by a melee attack, the attacker takes 3 (1d6) fire, cold, or lightning damage.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) fire, cold, or lightning damage.



Large Elemental Chuchu

Large ooze


  • Armor Class 8
  • Hit Points 51 (6d10 + 18)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 4 (-3) 16 (+3) 1 (-5) 8 (-1) 1 (-5)

  • Damage Resistances Fire, Cold, or Lightning
  • Condition Immunities Prone
  • Senses Passive Perception 9
  • Challenge 1 (200 XP)

Divide. If the chuchu is reduced to 0 hit points by an attack that deals slashing damage, it turns into two Medium Elemental Chuchus.

Splash. When the chuchu is hit by a melee attack, the attacker takes 4 (1d8) fire, cold, or lightning damage.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) fire, cold, or lightning damage.


Stone Pebblit

Small construct


  • Armor Class 13
  • Hit Points 26 (4d6 + 12)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 7 (-2) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

  • Saving Throws CON +5
  • Damage Immunities Poison
  • Condition Immunities Petrified, Poisoned
  • Senses Tremorsense 120 ft., Passive Perception 9
  • Challenge 1/8 (25 XP)

Actions

Rock. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Frost Pebblit

Small construct


  • Armor Class 13
  • Hit Points 26 (4d6 + 12)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 7 (-2) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

  • Saving Throws CON +5
  • Damage Resistances Cold
  • Damage Immunities Poison
  • Condition Immunities Petrified, Poisoned
  • Senses Tremorsense 120 ft., Passive Perception 9
  • Challenge 1/4 (50 XP)

Actions

Rock. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) cold damage.


Igneo Pebblit

Small construct


  • Armor Class 13
  • Hit Points 26 (4d6 + 12)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 7 (-2) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

  • Saving Throws CON +5
  • Damage Resistances Fire
  • Damage Immunities Poison
  • Condition Immunities Petrified, Poisoned
  • Senses Tremorsense 120 ft., Passive Perception 9
  • Challenge 1/4 (50 XP)

Actions

Rock. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage.


Keese

Tiny beast


  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 8 (-1) 3 (-4) 10 (+0) 6 (-2)

  • Skills Perception +2
  • Senses Blindsight 60 ft., Passive Perception 12
  • Challenge 1/8 (25 XP)

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

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 piercing damage.


Elemental Keese

Tiny beast


  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 8 (-1) 3 (-4) 10 (+0) 6 (-2)

  • Skills Perception +2
  • Senses Blindsight 60 ft., Passive Perception 12
  • Challenge 1/8 (25 XP)

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

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 piercing damage + 2 fire, cold, or lightning damage.



Swarm of Keese

Medium swarm of Tiny beasts


  • Armor Class 13
  • Hit Points 22 (5d8)
  • Speed fly 30 ft.

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

  • Skills Perception +2
  • Senses Blindsight 60 ft., Passive Perception 12
  • Challenge 1/4 (50 XP)

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

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

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.



Swarm of Elemental Keese

Medium swarm of Tiny beasts


  • Armor Class 13
  • Hit Points 22 (5d8)
  • Speed fly 30 ft.

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

  • Skills Perception +2
  • Damage Resistances Fire, Cold, or Lightning
  • Senses Blindsight 60 ft., Passive Perception 12
  • Challenge 1/2 (100 XP)

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

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

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer, plus 5 (2d4) fire, cold, or lightning damage or 2 (1d4) fire, cold, or lightning damage if the swarm has half of its hit points or fewer.


Octorock

Small beast


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

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 9 (-1) 5 (-3) 14 (+2) 3 (-4)

  • Skills Stealth +7, Perception +4
  • Senses Passive Perception 14
  • Challenge 1/4 (50 XP)

Actions

Rock. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.


Fire Wizzrobe

Medium humanoid


  • Armor Class 15
  • Hit Points 21 (6d8 - 6)
  • Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 19 (+4) 15 (+2) 16 (+3)

  • Saving Throws INT +6, WIS +4
  • Skills Acrobatics +5, Arcana +6
  • Damage Immunities Fire
  • Senses Passive Perception 12
  • Challenge 1 (200 XP)

Spellcasting. The wizzrobe is an 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The wizzrobe has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, prestidigitation

1st level (4 slots): burning hands magic missile, shield

2nd level (3 slots): invisibility, misty step, scorching ray

3rd level (2 slots): blink, fireball


Ice Wizzrobe

Medium humanoid


  • Armor Class 15
  • Hit Points 21 (6d8 - 6)
  • Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 19 (+4) 15 (+2) 16 (+3)

  • Saving Throws INT +6, WIS +4
  • Skills Acrobatics +5, Arcana +6
  • Damage Immunities Cold
  • Senses Passive Perception 12
  • Challenge 1 (200 XP)

Spellcasting. The wizzrobe is an 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The wizzrobe has the following wizard spells prepared:

Cantrips (at will): light, prestidigitation, ray of frost

1st level (4 slots): frost fingers, magic missile, shield

2nd level (3 slots): invisibility, misty step, Rime's binding ice

3rd level (2 slots): blink, slow


Electric Wizzrobe

Medium humanoid


  • Armor Class 15
  • Hit Points 21 (6d8 - 6)
  • Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 19 (+4) 15 (+2) 16 (+3)

  • Saving Throws INT +6, WIS +4
  • Skills Acrobatics +5, Arcana +6
  • Damage Immunities Lightning
  • Senses Passive Perception 12
  • Challenge 1 (200 XP)

Spellcasting. The wizzrobe is an 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The wizzrobe has the following wizard spells prepared:

Cantrips (at will): light, lightning lure, prestidigitation

1st level (4 slots): magic missile, shield, witch bolt

2nd level (3 slots): invisibility, levitate, misty step

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



Meteo Wizzrobe

Medium humanoid


  • Armor Class 16
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA
5 (-3) 19 (+4) 13 (+1) 22 (+6) 15 (+2) 16 (+3)

  • Saving Throws INT +9, WIS +5, CHA +6
  • Skills Acrobatics +7, Arcana +9
  • Damage Immunities Fire
  • Senses Passive Perception 12
  • Challenge 6 (2,300 XP)

Innate Spellcasting. The wizzrobe's spellcasting ability is Intelligence. The wizzrobe can innately cast the control weather spell, requiring no material components. When it casts the spell in this manner, it can only increase the temperature. Once it uses this trait, it cannot do so again until it finishes a long rest.

Spellcasting. The wizzrobe is an 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The wizzrobe has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, prestidigitation

1st level (4 slots): burning hands magic missile, shield

2nd level (3 slots): invisibility, misty step, scorching ray

3rd level (3 slots): blink, fireball

4th level (3 slots): fire shield, greater invisibility

5th level (2 slots): wall of force

6th level (1 slots): investiture of flame



Blizzrobe

Medium humanoid


  • Armor Class 16
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA
5 (-3) 19 (+4) 13 (+1) 22 (+6) 15 (+2) 16 (+3)

  • Saving Throws INT +9, WIS +5, CHA +6
  • Skills Acrobatics +7, Arcana +9
  • Damage Immunities Cold
  • Senses Passive Perception 12
  • Challenge 6 (2,300 XP)

Innate Spellcasting. The wizzrobe's spellcasting ability is Intelligence. The wizzrobe can innately cast the control weather spell, requiring no material components. When it casts the spell in this manner, it can only decrease the temperature. Once it uses this trait, it cannot do so again until it finishes a long rest.

Spellcasting. The wizzrobe is an 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The wizzrobe has the following wizard spells prepared:

Cantrips (at will): light, prestidigitation, ray of frost

1st level (4 slots): frost fingers, magic missile, shield

2nd level (3 slots): invisibility, misty step, Rime's binding ice

3rd level (2 slots): blink, slow

4th level (3 slots): fire shield, greater invisibility

5th level (2 slots): wall of force

6th level (1 slots): investiture of ice



Thunder Wizzrobe

Medium humanoid


  • Armor Class 16
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA
5 (-3) 19 (+4) 13 (+1) 22 (+6) 15 (+2) 16 (+3)

  • Saving Throws INT +9, WIS +5, CHA +6
  • Skills Acrobatics +7, Arcana +9
  • Damage Immunities Lightning
  • Senses Passive Perception 12
  • Challenge 6 (2,300 XP)

Innate Spellcasting. The wizzrobe's spellcasting ability is Intelligence. The wizzrobe can innately cast the control weather spell, requiring no material components. When it casts the spell in this manner, it can only increase the winds and/or precipitation. Once it uses this trait, it cannot do so again until it finishes a long rest.

Spellcasting. The wizzrobe is an 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The wizzrobe has the following wizard spells prepared:

Cantrips (at will): light, lightning lure, prestidigitation

1st level (4 slots): magic missile, shield, witch bolt

2nd level (3 slots): invisibility, levitate, misty step

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

4th level (3 slots): Otiluke's resilient sphere, greater invisibility

5th level (2 slots): wall of force

6th level (1 slots): investiture of wind



Yiga Footsoldier

Medium humanoid


  • Armor Class 15 (studded leather)
  • Hit Points 49 (9d8 + 9)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 13 (+1) 10 (+0) 9 (-1) 16 (+3)

  • Saving Throws DEX +5
  • Skills Stealth +7, Deception +7
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Hylian, Runic
  • Challenge 1 (200 XP)

Innate Spellcasting. The yiga's spellcasting ability is Charisma (save DC 13). The yiga can innately cast the disguise self spell at will, requiring no material components.

Vanishing Step. On the yiga's turn, in place of their normal movement, they can opt to teleport to a point they can see up 40 feet away. Once they use this trait, the next attack against them before the start of their next turn has advantage.

Actions

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


Yiga Blademaster

Medium humanoid


  • Armor Class 16 (scale mail)
  • Hit Points 102 (12d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 10 (+0) 9 (-1) 19 (+4)

  • Saving Throws STR +7, CON +6
  • Skills Athletics +7, Deception +7
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Hylian, Runic
  • Challenge 4 (1,100 XP)

Innate Spellcasting. The yiga's spellcasting ability is Charisma (save DC 13). The yiga can innately cast the disguise self spell at will, requiring no material components.

Vanishing Step. On the yiga's turn, in place of their normal movement, they can opt to teleport to a point they can see up 30 feet away. Once they use this trait, the next attack against them before the start of their next turn has advantage.

Actions

Multiattack. The yiga makes three melee weapon attacks.

Windcleaver. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.


Sooga, Right Hand of the Inverted Eye

Medium humanoid


  • Armor Class 17 (half-plate)
  • Hit Points 210 (20d8 + 120)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 15 (+2) 22 (+6) 10 (+0) 14 (+2) 21 (+5)

  • Saving Throws STR +12, CON +10, WIS +6
  • Skills Athletics +12, Deception +9
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Hylian, Runic
  • Challenge 10 (5,900 XP)

Innate Spellcasting. Sooga's spellcasting ability is Charisma (save DC 17). He can innately cast the disguise self spell at will, requiring no material components.

Vanishing Step. On Sooga's turn, in place of his normal movement, he can opt to teleport to a point he can see up 30 feet away. Once he uses this trait, the next attack against him before the start of their next turn has advantage.

Actions

Multiattack. The yiga makes three melee weapon attacks.

Windcleaver. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8) slashing damage.

Legendary Actions

Sooga 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. Sooga regains spent legendary actions at the start of his turn.

Attack. Sooga makes one attack with his Windcleaver.

Vanishing Step. Sooga uses his Vanishing Step trait.

Seismic Strike (Costs 2 Actions). Sooga casts erupting earth without expending a spell slot or material components.



Master Kohga, Top Banana of the Yiga Clan

Medium humanoid


  • Armor Class 18 (studded leather)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 22 (+6) 18 (+4) 9 (-1) 14 (+2) 23 (+6)

  • Saving Throws DEX +9, WIS +5, CHA +9
  • Skills Acrobatics +12, Deception +12
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Hylian, Runic
  • Challenge 7 (2,900 XP)

Innate Spellcasting. Master Kohga's spellcasting ability is Charisma (save DC 17). He can innately cast the following spells, requiring no material components:

At will: disguise self

5/day each: fly, wall of force

Vanishing Step. On Kohga's turn, in place of his normal movement, he can opt to teleport to a point he can see up 50 feet away. Once he uses this trait, the next attack against him before the start of their next turn has advantage.

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

Sneak Attack. Once per turn, Master Kohga deals an extra 31 (9d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Kohga that isn't incapacitated and Kohga doesn't have disadvantage on the attack roll.

Actions

Demon Carver. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Rock. Ranged Weapon Attack: +10 to hit, range 20/60 ft.., one target. Hit: 9 (1d6 + 6) bludgeoning damage.

Legendary Actions

Master Kohga 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. Kohga regains spent legendary actions at the start of his turn.

Attack. Master Kohga makes a weapon attack. This attack cannot benefit from his Sneak Attack feature.

Vanishing Step. Master Kohga uses his Vanishing Step trait.

Barrier (Costs 2 Actions). Master Kohga casts wall of force, using his Innate Spellcasting feature.



Astor, Prophet of Doom

Medium humanoid


  • Armor Class 11 (14 with mage armor)
  • Hit Points 156 (24d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 15 (+2) 18 (+4) 17 (+3) 22 (+6)

  • Saving Throws INT +9, WIS +8, CHA +11
  • Skills Arcana +9, Deception +11
  • Senses Passive Perception 13
  • Languages Hylian, Runic
  • Challenge 13 (10,000 XP)

Spellcasting. Astor is an 17th-level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:

At will: mage hand, minor illusion, prestidigitation, disguise self, mage armor, invisibility

1st–5th level (4 5th-level slots): augury, hold person, counterspell, fear, Raulothim's psychic lance, shadow of moil, scrying, synaptic static

1/day each: eyebite, finger of death, maddening darkness, foresight

Devil's Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Legendary Resistance (3/Day). If Astor fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Astor makes 5 eldritch blast attacks.

Eldritch Blast. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 11 (1d10 + 6) force damage. When a creature is hit by this attack, Astor can move the target up to 10 feet towards or away from him.

Legendary Actions

Astor 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. Astor regains spent legendary actions at the start of his turn.

Eldritch Blast. Astor makes an eldritch blast attack.

Escape. Astor teleports to an unoccupied space he can see within 60 feet.

Create Hollow (Costs 3 Actions). Astor casts the summon shadowspawn spell at 3rd level without expending a spell slot or material components.



Stone Talus

Huge construct


  • Armor Class 20
  • Hit Points 135 (10d12 + 70)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
23 (+6) 6 (-2) 25 (+7) 3 (-4) 8 (-1) 6 (-2)

  • Saving Throws STR +9, CON +10
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Damage Immunities Poison
  • Condition Immunities Petrified, Poisoned
  • Senses Tremorsense 120 ft., Passive Perception 9
  • Challenge 5 (1,800 XP)

Weak Point. Critical hits bypass the talus's damage resistance. Attacks made by a creature who has mounted the talus are automatically critical hits.

Actions

Rock. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60/240 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.



Igneo Talus

Huge construct


  • Armor Class 20
  • Hit Points 135 (10d12 + 70)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
23 (+6) 6 (-2) 25 (+7) 3 (-4) 8 (-1) 6 (-2)

  • Saving Throws STR +9, CON +10
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Damage Immunities Fire, Poison
  • Condition Immunities Petrified, Poisoned
  • Senses Tremorsense 120 ft., Passive Perception 9
  • Challenge 7 (2,900 XP)

Weak Point. Critical hits bypass the talus's damage resistance. Attacks made by a creature who has mounted the talus are automatically critical hits.

Magma Body. A creature who touches the talus (even with armor or clothing on) immediately takes 11 (2d10) fire damage. Attacks made with weapons do not trigger this damage.

Actions

Rock. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60/240 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 6 (1d12) fire damage.



Frost Talus

Huge construct


  • Armor Class 20
  • Hit Points 135 (10d12 + 70)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
23 (+6) 6 (-2) 25 (+7) 3 (-4) 8 (-1) 6 (-2)

  • Saving Throws STR +9, CON +10
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Damage Immunities Cold, Poison
  • Condition Immunities Petrified, Poisoned
  • Senses Tremorsense 120 ft., Passive Perception 9
  • Challenge 7 (2,900 XP)

Weak Point. Critical hits bypass the talus's damage resistance. Attacks made by a creature who has mounted the talus are automatically critical hits.

Icy Body. A creature who touches the talus (even with armor or clothing on) immediately takes 11 (2d10) cold damage. Attacks made with weapons do not trigger this damage.

Actions

Rock. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60/240 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 6 (1d12) cold damage.


Stone Talus Titan

Gargantuan construct


  • Armor Class 23
  • Hit Points 234 (12d20 + 108)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 6 (-2) 28 (+9) 3 (-4) 8 (-1) 6 (-2)

  • Saving Throws STR +13, CON +14
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Damage Immunities Poison
  • Condition Immunities Petrified, Poisoned
  • Senses Tremorsense 120 ft., Passive Perception 9
  • Challenge 14 (11,500 XP)

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

Weak Point. Critical hits bypass the talus's damage resistance. Attacks made by a creature who has mounted the talus are automatically critical hits.

Actions

Multiattack. The talus makes three weapon attacks.

Rock. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60/240 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage.


Igneo Talus Titan

Gargantuan construct


  • Armor Class 23
  • Hit Points 234 (12d20 + 108)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 6 (-2) 28 (+9) 3 (-4) 8 (-1) 6 (-2)

  • Saving Throws STR +13, CON +14
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Damage Immunities Fire, Poison
  • Condition Immunities Petrified, Poisoned
  • Senses Tremorsense 120 ft., Passive Perception 9
  • Challenge 16 (15,000 XP)

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

Weak Point. Critical hits bypass the talus's damage resistance. Attacks made by a creature who has mounted the talus are automatically critical hits.

Magma Body. A creature who touches the talus (even with armor or clothing on) immediately takes 22 (4d10) fire damage. Attacks made with weapons do not trigger this damage.

Actions

Multiattack. The talus makes three weapon attacks.

Rock. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60/240 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage plus 13 (2d12) fire damage.


Frost Talus Titan

Gargantuan construct


  • Armor Class 23
  • Hit Points 234 (12d20 + 108)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 6 (-2) 28 (+9) 3 (-4) 8 (-1) 6 (-2)

  • Saving Throws STR +13, CON +14
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Damage Immunities Cold, Poison
  • Condition Immunities Petrified, Poisoned
  • Senses Tremorsense 120 ft., Passive Perception 9
  • Challenge 16 (15,000 XP)

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

Weak Point. Critical hits bypass the talus's damage resistance. Attacks made by a creature who has mounted the talus are automatically critical hits.

Magma Body. A creature who touches the talus (even with armor or clothing on) immediately takes 22 (4d10) cold damage. Attacks made with weapons do not trigger this damage.

Actions

Multiattack. The talus makes three weapon attacks.

Rock. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60/240 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage plus 13 (2d12) cold damage.


Hinox

Huge giant


  • Armor Class 9
  • Hit Points 147 (14d12 + 56)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 18 (+4) 4 (-3) 13 (+1) 5 (-3)

  • Saving Throws STR +9, CON +7
  • Senses Passive Perception 11
  • Languages Bokoblish
  • Challenge 5 (1,800 XP)

Actions

Multiattack. The hinox makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.


Blue Hinox

Huge giant


  • Armor Class 12
  • Hit Points 200 (16d12 + 96)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 22 (+6) 4 (-3) 13 (+1) 5 (-3)

  • Saving Throws STR +12, CON +10
  • Senses Passive Perception 11
  • Languages Bokoblish
  • Challenge 9 (5,000 XP)

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

Actions

Multiattack. The hinox makes three greatclub attacks.

Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 8) bludgeoning damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 8) bludgeoning damage.


Black Hinox

Huge giant


  • Armor Class 15
  • Hit Points 290 (20d12 + 160)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 27 (+8) 4 (-3) 13 (+1) 5 (-3)

  • Saving Throws STR +15, CON +13
  • Senses Passive Perception 11
  • Languages Bokoblish
  • Challenge 13 (5,000 XP)

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

Actions

Multiattack. The hinox makes three greatclub attacks.

Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 8) bludgeoning damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 8) bludgeoning damage.

Legendary Actions

The hinox 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 hinox regains spent legendary actions at the start of its turn.

Greatclub. The hinox makes a greatclub attack.

Charge. The hinox moves up to its speed.

Rock (Costs 2 Actions). The hinox makes a rock attack.


Molduga

Huge monstrosity


  • Armor Class 17
  • Hit Points 105 (10d12 + 40)
  • Speed 5 ft., burrow 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 18 (+4) 4 (-3) 15 (+2) 4 (-3)

  • Saving Throws STR +7, DEX +5, CON +7
  • Skills Stealth +5, Perception +5
  • Senses Tremorsense 120 ft., Passive Perception 15
  • Challenge 6 (2,300 XP)

Actions

Multiattack. The molduga makes two bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.


Molduking

Huge monstrosity


  • Armor Class 20
  • Hit Points 207 (18d12 + 90)
  • Speed 5 ft., burrow 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 17 (+3) 20 (+5) 4 (-3) 15 (+2) 4 (-3)

  • Saving Throws STR +10, DEX +8, CON +9
  • Skills Stealth +7, Perception +6
  • Senses Tremorsense 120 ft., Passive Perception 16
  • Challenge 12 (8,400 XP)

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

Actions

Multiattack. The molduking makes two bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Legendary Actions

The molduking 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 molduking regains spent legendary actions at the start of its turn.

Bite. The molduking makes one bite attack.

Submerge. The molduking moves up to its speed.



Lynel

Large monstrosity


  • Armor Class 17
  • Hit Points 126 (12d10 + 60)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 20 (+5) 13 (+1) 18 (+4) 9 (-1)

  • Saving Throws STR +8, CON +8, WIS +7
  • Skills Athletics +8, Perception +7
  • Senses Passive Perception 17
  • Languages Bokoblish
  • Challenge 8 (3,900 XP)

Legendary Resistance (1/Day). If the lynel fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The lynel makes two weapon attacks.

Lynel Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Lynel Bow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Fire Breath (Recharge 5–6). The lynel exhales fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The lynel can take 2 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 lynel regains spent legendary actions at the start of its turn.

Attack. The lynel makes one weapon attack.

Rush. The lynel moves in a straight line up to its speed. If it passes within 10 feet of a creature, it can make one lynel sword attack against that creature.

Charge (Costs 2 Actions). The lynel regains the use of its fire breath attack.



Blue-Maned Lynel

Large monstrosity


  • Armor Class 19
  • Hit Points 225 (18d10 + 126)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 24 (+7) 13 (+1) 21 (+5) 9 (-1)

  • Saving Throws STR +13, CON +12, WIS +10
  • Skills Athletics +13, Perception +10
  • Senses Passive Perception 20
  • Languages Bokoblish
  • Challenge 14 (11,500 XP)

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

Actions

Multiattack. The lynel makes three weapon attacks.

Lynel Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.

Lynel Bow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 15 (3d6 + 5) piercing damage.

Fire Breath (Recharge 5–6). The lynel exhales fire in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 65 (10d12) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The lynel can take 2 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 lynel regains spent legendary actions at the start of its turn.

Attack. The lynel makes one weapon attack.

Rush. The lynel moves in a straight line up to its speed. If it passes within 10 feet of a creature, it can make one lynel sword attack against that creature.

Charge (Costs 2 Actions). The lynel regains the use of its fire breath attack.



White-Maned Lynel

Large monstrosity


  • Armor Class 21
  • Hit Points 324 (24d10 + 192)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
30 (+10) 26 (+8) 26 (+8) 13 (+1) 25 (+7) 9 (-1)

  • Saving Throws STR +17, CON +15, WIS +14
  • Skills Athletics +17, Perception +14
  • Senses Passive Perception 24
  • Languages Bokoblish
  • Challenge 21 (33,000 XP)

Legendary Resistance (5/Day). If the lynel fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The lynel makes four weapon attacks.

Lynel Sword. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Lynel Bow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 22 (4d6 + 8) piercing damage.

Fire Breath (Recharge 5–6). The lynel exhales fire in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 25 Dexterity saving throw, taking 117 (18d12) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The lynel can take 2 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 lynel regains spent legendary actions at the start of its turn.

Attack. The lynel makes one weapon attack.

Rush. The lynel moves in a straight line up to its speed. If it passes within 10 feet of a creature, it can make one lynel sword attack against that creature.

Charge (Costs 2 Actions). The lynel regains the use of its fire breath attack.


Guardian Scout

Small construct


  • Armor Class 15
  • Hit Points 36 (8d6 + 8)
  • Speed 30 ft.

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

  • Skills Perception +3
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 13
  • Languages Runic
  • Challenge 1 (200 XP)

Actions

Multiattack. The guardian makes two guardian spear attacks.

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

Laser Pulse (Recharge 4-6). Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 18 (4d8) force damage.


Guardian Skywatcher

Medium construct


  • Armor Class 17
  • Hit Points 67 (9d8 + 27)
  • Speed fly 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 8 (-1) 16 (+3) 1 (-5)

  • Skills Perception +5
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 15
  • Languages Runic
  • Challenge 2 (450 XP)

Actions

Laser Beam (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 39 (6d12) force damage.


Guardian Turret

Large construct


  • Armor Class 14
  • Hit Points 76 (8d10 + 32)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 24 (+7) 18 (+4) 8 (-1) 16 (+3) 1 (-5)

  • Skills Perception +6
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 16
  • Languages Runic
  • Challenge 3 (700 XP)

Actions

Laser Beam. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 39 (6d12) force damage.



Guardian Stalker

Large construct


  • Armor Class 19
  • Hit Points 152 (16d10 + 64)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 24 (+7) 18 (+4) 8 (-1) 16 (+3) 1 (-5)

  • Skills Perception +6
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 16
  • Languages Runic
  • Challenge 8 (3,900 XP)

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

Stalker. The guardian's movement does not provoke opportunity attacks.

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

Siege Monster. The colossus deals double damage to objects and structures.

Actions

Laser Beam. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 39 (6d12) force damage.

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 its speed.

Aim. The guardian takes aim at one creature it can see within 150 feet of it. The next attack the guardian makes against that target has advantage.

Fire (Costs 3 Actions). The guardian makes one laser beam attack.



Monk Maz Koshia, Conduit of the Goddess

Medium humanoid


  • Armor Class 20
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 21 (+5) 18 (+4) 18 (+4) 20 (+5) 14 (+2)

  • Saving Throws STR +8, DEX +10, INT +9, WIS +10
  • Skills Arcana +9, History +9, Religion +9, Insight +10, Perception +10
  • Senses Darkvision 60 ft., Passive Perception 20
  • Languages Hylian, Runic
  • Challenge 16 (15,000 XP)

Innate Spellcasting. Maz Koshia’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). They can innately cast the following spells, requiring no components:

3/day each: shield, enlarge/reduce (does not require concentration), see invisibility, telekinesis

1/day each: globe of invulnerability, teleportation circle, wall of force

Divine Defense. While Maz Koshia is wearing no armor and wielding no shield, their AC includes their Wisdom modifier.

Actions

Multiattack. Maz Koshia makes three weapon attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) force damage.

Ancient Bow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (4d4) force damage.

Bonus Actions

Manifest Ki. All echoes of Maz Koshia are destroyed and six echoes (20 AC, 1 hit point, and immunity to all conditions) appear at points they can see within 15 feet of them. Maz Koshia can command their lesser echoes to move up to their speed on their turn (no action required). Weapon attacks, including opportunity attacks, can originate from the echoes spaces.

Legendary Actions

Maz Koshia 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. Maz Koshia regains spent legendary actions at the start of their turn.

Strike. Maz Koshia makes one weapon attack.

Teleport. Maz Koshia magically teleports, along with any equipment they are wearing and carrying, to an unoccupied space they can see within 30 feet.

Manifest Ki (Costs 2 Actions). Maz Koshia uses their manifest ki action.

Dragons of Hyrule

The dragons of Hyrule can be represented by the Metallic Greatwyrm statblock presented in Fizban's Treasury of Dragons. Farosh is a Bronze Greatwyrm, Nayru is a Silver Greatwyrm, and Dinraal is a Gold Greatwyrm.



Divine Beast Vah Ruta

Gargantuan construct


  • Armor Class 25
  • Hit Points 410 (20d20 + 200)
  • Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 30 (+10) 20 (+5) 20 (+5) 10 (+0)

  • Saving Throws WIS +13, CHA +8
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Damage Immunities Cold, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 15
  • Languages Runic
  • Challenge 25 (3,900 XP)

Legendary Resistance (5/Day). If the Divine Beast fails a saving throw, it can choose to succeed instead.

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

Siege Monster. The Divine Beast deals double damage to objects and structures.

Actions

Multiattack. The Divine Beast makes three icicle barrage attacks and uses its stomp.

Icicle Barrage. Ranged Weapon Attack: +18 to hit, range 150/600 ft., one target. Hit: 23 (3d8 + 10) cold damage.

Stomp. The Divine Beast stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the Divine Beast uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the Divine Beast and is no longer restrained.

Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Divine Weapon (1/Day). The Divine Beast fires its beam in a 3-mile line that is 10 feet wide. Each creature in that area must make a DC 26 Dexterity saving throw, taking 52 (8d12) radiant damage on a failed save, or half as much damage on a successful one.



Divine Beast Vah Rudania

Gargantuan construct


  • Armor Class 25
  • Hit Points 410 (20d20 + 200)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 30 (+10) 20 (+5) 20 (+5) 10 (+0)

  • Saving Throws WIS +13, CHA +8
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Damage Immunities Fire, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 15
  • Languages Runic
  • Challenge 25 (3,900 XP)

Legendary Resistance (5/Day). If the Divine Beast fails a saving throw, it can choose to succeed instead.

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

Siege Monster. The Divine Beast deals double damage to objects and structures.

Actions

Multiattack. The Divine Beast makes three lava bomb attacks and uses its stomp.

Lava Bomb. Ranged Weapon Attack: +18 to hit, range 150/600 ft., one target. Hit: 23 (3d8 + 10) fire damage.

Stomp. The Divine Beast stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the Divine Beast uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the Divine Beast and is no longer restrained.

Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Divine Weapon (1/Day). The Divine Beast fires its beam in a 3-mile line that is 10 feet wide. Each creature in that area must make a DC 26 Dexterity saving throw, taking 52 (8d12) radiant damage on a failed save, or half as much damage on a successful one.



Divine Beast Vah Medoh

Gargantuan construct


  • Armor Class 25
  • Hit Points 410 (20d20 + 200)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 30 (+10) 20 (+5) 20 (+5) 10 (+0)

  • Saving Throws WIS +13, CHA +8
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 15
  • Languages Runic
  • Challenge 25 (3,900 XP)

Legendary Resistance (5/Day). If the Divine Beast fails a saving throw, it can choose to succeed instead.

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

Siege Monster. The Divine Beast deals double damage to objects and structures.

Actions

Multiattack. The Divine Beast makes three aerial bombardment attacks and uses its stomp.

Aerial Bombardment. Ranged Weapon Attack: +18 to hit, range 150/600 ft., one target. Hit: 23 (3d8 + 10) force damage.

Stomp. The Divine Beast stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the Divine Beast uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the Divine Beast and is no longer restrained.

Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Divine Weapon (1/Day). The Divine Beast fires its beam in a 3-mile line that is 10 feet wide. Each creature in that area must make a DC 26 Dexterity saving throw, taking 52 (8d12) radiant damage on a failed save, or half as much damage on a successful one.



Divine Beast Vah Naboris

Gargantuan construct


  • Armor Class 25
  • Hit Points 410 (20d20 + 200)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 30 (+10) 20 (+5) 20 (+5) 10 (+0)

  • Saving Throws WIS +13, CHA +8
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Damage Immunities Lightning, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 15
  • Languages Runic
  • Challenge 25 (3,900 XP)

Legendary Resistance (5/Day). If the Divine Beast fails a saving throw, it can choose to succeed instead.

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

Siege Monster. The Divine Beast deals double damage to objects and structures.

Actions

Multiattack. The Divine Beast makes three lightning strike attacks and uses its stomp.

Lightning Strike. Ranged Weapon Attack: +18 to hit, range 150/600 ft., one target. Hit: 23 (3d8 + 10) lightning damage.

Lightning Onslaught (Recharge 5-6). The Divine Beast creates an aura of lightning around it. All creatures within 120 feet of the Divine Beast must make a DC 26 Dexterity saving throw, taking 78 (12d12) lightning damage on a failed save, or half as much damage on a successful one.

Stomp. The Divine Beast stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the Divine Beast uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the Divine Beast and is no longer restrained.

Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Divine Weapon (1/Day). The Divine Beast fires its beam in a 3-mile line that is 10 feet wide. Each creature in that area must make a DC 26 Dexterity saving throw, taking 52 (8d12) radiant damage on a failed save, or half as much damage on a successful one.



Calamity Ganon, Scourge of Hyrule

Huge fiend


  • Armor Class 21
  • Hit Points 432 (16d10 + 64)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 26 (+8) 25 (+7) 9 (-1) 11 (+0) 11 (+0)

  • Saving Throws WIS +7, CHA +7
  • Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing Damage from Nonmagical Weapons
  • Condition Immunities Frightened
  • Senses Passive Perception 10
  • Languages All
  • Challenge 23 (50,000 XP)

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

Regeneration. Calamity Ganon regains 50 hit points at the start of each of its turns.

Actions

Multiattack. Calamity Ganon makes three claw attacks and a slam attack.

Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 15 (1d12 + 9) piercing damage.

Slam. Calamity Ganon slams down onto the floor. All other creatures within 10 feet of Calamity Ganon take 39 (6d12) bludgeoning damage.

Laser Beam (Recharge 4-6). Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 78 (12d12) force damage.

Legendary Actions

Calamity Ganon 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. Calamity Ganon regains spent legendary actions at the start of its turn.

Charge. Calamity Ganon regains the use of its Laser Beam attack.

Reposition. Calamity Ganon moves up to its speed without provoking opportunity attacks.

Fire (Costs 2 Actions). Calamity Ganon makes one laser beam attack.



Dark Beast Ganon, Hatred and Malice Incarnate

Gargantuan fiend


  • Armor Class 25
  • Hit Points 676 (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
  • Damage Immunities All damage types except Radiant
  • Senses Passive Perception 10
  • Challenge 30 (155,000 XP)

Legendary Resistance (5/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 Absorption. Whenever Dark Beast Ganon is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Siege Monster. Dark Beast Ganon deals double damage to objects and structures.

Actions

Multiattack. Dark Beast Ganon can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing 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.

Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Horns. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning 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) acid 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, Dark Beast Ganon 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.

Legendary Actions

Dark Beast Ganon 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. Dark Beast Ganon regains spent legendary actions at the start of its turn.

Attack. Dark Beast Ganon makes one claw attack or tail attack.

Move. Dark Beast Ganon moves up to half its speed.

Devour (Costs 2 Actions). Dark Beast Ganon makes one bite attack or uses its Swallow.

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