The Many Faces of Majora's Mask
The game Majora's Mask holds a special place in my heart, so for this GM Binder entry I'll be turning all the masks in the game into magic items.
Please excuse that I had to take some liberties with some of the masks to make them function better in D&D, but I've done my best to keep the spirit of each mask in tact.
Without further monologuing, please consider giving some of these masks to your players, just to see what happens.
Deku Mask
Mask, Legendary (Requires Attunement)
Credit: Image Belongs to Nintendo
This mask carries on the spirit of a Deku cursed by the power of Majora.
Wearing this mask turns oneself into a Deku, losing the abilities of their current race and gaining the advantages of the Deku race, as well as their weaknesses.
Deku Traits
Your Deku character has abilities fitting of the wood-based people of Termina
Ability Score Changes Your Intelligence and Wisdom increase by 1 and your Strength decreases by 2.
Age You're as ageless as a tree, though you will wither if left un-watered for years at a time.
Alignment Be they good natured or evil, Dekus are lawful creatures, obeying their hierarchy to a fault.
Size Most Deku range from 2 to 4 feet tall, though their leaves can make them look like they're taller. Regardless, your real body is considered small.
Speed Your base walking speed is 25 feet.
Wooden Body With a hollow body made of wood, you are vulnerable to fire damage, however you are also able to skip across the surfaces of water. When you jump onto a surface of water after running at least 5 feet, you can jump 5 times on the water as if it were solid ground, moving 5 feet with each jump. If you land on water after the 5th jump, you will sink and begin drowning. Dekus cannot hold their breath.
Flying Flowers. By using your action to dive into a flying flower, you can use your next action to jump back out of the flower, dealing your level in piercing damage to any creature standing on the flower. After you have jumped out, you gain a flying speed of 10 feet for 30 seconds.
Spin Attack You can use your action to spin around, striking any creature within 5 feet of yourself with splinters. Those creatures must succeed on a Dexterity saving throw equal to 11 plus your proficiency bonus, taking 1d4 piercing damage if they save. This die changes to a d6 when you reach level 5, a d8 when you reach level 11, and a d12 when you become level 17.
Bubble You can use your action to make a ranged attack you are proficient in, firing a sticky bubble. The bubble's damage is 1d6 bludgeoning damage, but increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17. You can only use your bubble ability four times before needing a short rest to regenerate it.
Deku Shield As a Deku, you have a natural armor, a shield you can cover yourself in. As an action you can cover yourself in this shield, increasing your AC by 1. You cannot take other actions while shielded other than using a bonus action to exit your shield.
Goron Mask
Mask, Legendary (Requires Attunement)
Credit: Image Belongs to Nintendo
This mask holds the spirit of a proud Goron warrior.
Wearing this mask turns oneself into a Goron, losing the abilities of their
current race and gaining the advantages of the Goron race, as well as their weaknesses.
Goron Traits
Your Gorn character has the abilites of the powerful stone-like people of Termina
Ability Score Changes Your Strength score increases by 3.
Age While their bodies are indeed stone-like, the Goron people only live to be about a century old. They become fully grown at about the age of 20.
Alignment While some hold more dicipline for law than others, Gorons are rarely anything but good natured.
Size Gorons wildly range in size, with some being rumored to be bigger than mountains. Your size can be either medium or large.
Speed Your base walking speed is 20 feet.
Stony Body As a Goron, your body is naturally armored, but slow. Because of this, you are resistant to bludgeoning, cold, and fire damage. However, if you fall underwater, you begin drowning instantly.
Goron Punch Your fists serve as a natural weapon. Because of this, you can replace your unarmed strike with them. When you hit with them, the strike deals 1d6 + your strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Goron Roll As an action, you can curl up your body into a ball, giving yourself +2 to your AC and +10 feet to your normal movement. If you are on difficult terrain, such as snow or ice, your movment speed becomes 5 feet when rolling for one round before you gain traction.
Spiked Rolling If you use all of your movement in a round and your action to dash, you can protrude spikes from your body as a bonus action. While these spikes are out, your base movement speed becomes 60 feet and you can use your action to ram yourself into creatures and objects. When you do so, the target must succeed on a Dexterity saving throw equal to 10 plus your proficiency bonus or take 1d6 piercing damage per your character level. While spiked rolling, you ignore difficult terrain. These spikes go away as soon as you uncurl.
Goron Pound While curled up you can use your action to jump a number of feet equal to your strength score, crashing back down to the ground below. Creatures within 5 feet of you must succeed on a Strength saving throw equal to 10 plus your proficiency bonus or take 2d10 bludgeoning damage.
Zora Mask
Mask, Legendary (Requires Attunement)
Credit: Image Belongs to Nintendo
This mask holds the spirit of a famous Zora musician.
Wearing this mask turns oneself into a Zora, losing the abilities
of their current race and gaining the advantages of the Zora race,
as well as their weaknesses.
Zora Traits
Your Zora character has the abilities of the fish-like people of Termina.
Ability Score Changes. Your Dexterity and Charisma scores increase by 1 and your Constitution decreases by 1.
Age. If left unharmed, Zoras mature around the age of 20 and can live up to 300 years.
Alignment. Though they do maintain neutrality under most circumstances, Zora have been seen in both good and evil lights.
Size. While very rare Zoras can grow to be huge, your size is considered medium for your Zora character.
Speed. Zoras have a walking speed of 30 feet and a swim speed of 60.
Fish-Like qualities. As a Zora you are able to breath in both air and water. In addition you are vulnerable to both fire and cold damage.
Slashing Fins. Your melee weapon attacks deal 1d4 + your strength or dexterity bonus as slashing damage, instead of the bludgeoning damage from a normal unarmed strike.
Elctro Shield. During your turn, you can take a defensive stance as an action. While doing so, creatures that make a melee attack against you must take lightning damage equal to your level. If you are underwater and have used your movement to swim, you can use this shield as a bonus action instead. You can turn off this shield as a bonus action during your turn. You can only use this ability a number of times equal to your proficiency bonus.
Boomerang Fins. As an action you can make a ranged weapon attack using your fins, the damage is treated the same as your "Slashing Fins" melee weapon. You are able to target two creatures within 60 feet of yourself with this ability.
Fierce Deity's Mask
Mask, Legendary (Requires Attunement)
Credit: Image Belongs to Nintendo
This mask houses the hopes and dreams of all of Termina!
You can use your action to put on this mask.
While wearing this mask, you gain the powers of a
demonic deity, allowing you to access their latent powers.
The Powers of a Fierce Diety
In addition to your own abilities, you gain the powers of a demi-god while wearing this mask.
The abilities obtained are lost after removing this mask, and cannot be regained until after dawn.
Temporary Hit Points. Putting on this mask gains you 100 temporary Hit Points.
Ranged Energy. While wearing this mask you can make a ranged weapon attack against a creature within 100 feet of yourself. You are proficient with this weapon. The wave of energy you fire deals 10d6 radiant damage and ignores resistance and immunity to radiant damage. This ability can be used 5 times before the mask runs out of energy.
Durable Body. While wearing this mask you are resistant to all damage types.
Cross Soul Blade. While wearing this mask you can make a melee weapon attack against a creature within 10 feet of yourself. You are proficient with this weapon. The sword you wield cannot be disarmed from you without your consent. When you strike a creature with this sword you will deal 6d6 slashing and 6d6 radiant damage.
Reckless Rage. As an action you can make three attacks against 1 target. You can use this ability twice before the mask runs out of energy to do so again.
King of the Masks. While wearing this mask you gain the abilities of every mask given to forge this mask.
Odolwa
Huge Humanoid, Chaotic Evil
- Armor Class 15 (Shield)
- Hit Points 85 (10d12 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 13 (+1)
- Saving Throws Dex +6, Wis +3
- Skills Acrobatics +6, Animal Handling +3, Stealth +6
- Senses passive Perception 13
- Languages Common, Majora
- Challenge 5 (1,800 XP)
Actions
Multiattack. Odolwa makes 2 Jungle Sword attacks
Jungle Sword. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 12 (2d8 +3) Slashing damage
Summon Insects. Odolwa summons either 1 CR 2 or lower insect or 5 CR 1/4 or lower insects to any point within 30 feet of himself. These insects are allies to Odolwa.
Ring of Fire. Odolwa creates a 30 foot diameter ring of fire around a point he can see. Creatures other than him that pass through this ring take 14 (4d6) fire damage and are knocked back 15 feet towards the center of the ring.
Reactions
Shield. Odolwa adds 3 to his AC against one melee attack that would hit him. To do so, Odolwa must see the attacker and be wielding his shield.
Spinning Stance. When Odolwa is hit with an attack, he can use his reaction to make a spinning attack against any creature within 10 feet of himself. Creatures in this area must succeed on a DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save and half as much on a successful one. Oldolwa continues this stance and can make creatures repeat the saving throw as an action on his turn. If he does not use his action to do so, he cannot use this ability again until he's used his "Shield" ability.
Goht
Huge Construct, Neutral Evil
- Armor Class 18 (Natural Armor)
- Hit Points 119 (14d12 + 28)
- Speed 50 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Con +5, Wis +3
- Skills Athletics +8, Perception +3
- Senses passive Perception 13, Tremorsense 30 feet.
- Languages Understands Common and Majora, but cannot speak
- Challenge 8 (3,900 XP)
Unstoppable. Goht's movement doesn't provoke opportunity attacks. Also, Goht is immune to effects that reduce its movement speed while it's above half of its maximum hit points.
Actions
Multiattack. Ghot makes one Gore attack, then one Stomp attack.
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 25 (3d12 +5) Piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Stomp. *Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 12 (1d12 +5) Bludgeoning damage.
Lightning Bolt. If Goht does not use any of its movement, it can use its action to shoot 3 lightning bolts at a point it can see. Creatures within 5 feet of that point must succeed on a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save and half as much on a successful one. Goht cannot use this ability again until it has moved at least 100 feet.
Sparking Thunder. If Goht is at half of its HP or lower, it can use a bonus action to fire a ball of lightning at a point within 30 feet of itself. Creatures within 5 feet of that point must succeed on a DC 16 Dexterity saving throw or take 11 (3d6) lightning damage and have their movement speed reduced to 0 until the end of their next turn.
Gyorg
Huge Beast, Neutral Evil
- Armor Class 17 (Natural Armor)
- Hit Points 171 (18d12 +54)
- Speed 5 ft. Swim 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 8 (-1) 16 (+3) 7 (-2) 9 (-1) 5 (-3)
- Saving Throws Str +12, Dex +4, Con +8
- Skills Athletics +12, Perception +4
- Damage Vulnerabilities Lightning
- Damage Resistances Fire, Ice
- Senses passive Perception 14, Darkvision 60 ft.
- Languages Understand Common and Majora, but cannot speak.
- Challenge 13 (10,000 XP)
Land Hopper. If Gyorg started his turn in water and ends his movement on land, he can use a bonus action to move any distance, so long as it ends back in water.
Seeker of Prey. Once Gyorg has seen a target, he is completely aware of its location until either the target is dead, or Gyorg is.
Actions
Multiattack. Gyorg makes two slash fin attacks.
Slash Fin. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 29 (4d10 +7) Slashing damage
Summon Quippers. Gyorg summons 2 swarms of quippers from his mouth, exiting from him into any space within 5 feet of him that is submerged under water. These quippers act immediately after his turn.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 43 (8d8 +7) Piercing damage, and the target is grappled (escapbe DC 17). Until this grapple ends, the target is restrained, and Gyorg can't bite another target.
Throw. Gyorg makes one bite attack against a Large or smaller target he is grappling. If the attack hits, the target is thrown to a point Gyorg can see within 30 feet of himself and the grapple ends. If the target lands in water, Gyorg can use his bonus action to make a slash fin attack against that target, if he is within range to do so. If the target lands on land, the target takes 21 (6d6) bludgeoning damage and is prone.
Twinmold
Gargantuan Insect, Chaotic Evil
- Armor Class 19 (Natural Armor)
- Hit Points 124 (8d20 +40)
- Speed 30 ft. Burrow 100 ft., Hover 60 ft.
STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 20 (+5) 4 (-3) 5 (-3) 2 (-4)
- Saving Throws Str +8, Con +8
- Skills Perception +0
- Condition Immunities Grappled, Stunned
- Senses passive Perception 10
- Languages Understands Majora, but cannot speak it.
- Challenge 8 (3,900)
Synchronized. While Twinmold is within 1 mile of another Twinmold, it gains 2 to its AC, and an additional +8 to both its attack and damage rolls.
Colossal Beast. Twinmold deals double damage to structures and objects with its attacks.
Master of Sand. While Twinmold is wihin 1 mile of another Twinmold, a sandstorm rages between them, dealing 10 bludgeoning damage to any large or smaller creature within the storm. The storm reaches 100 feet from the point directly between two Twinmolds.
Sensitive Weak Point. Twinmold's Tail and Eyes are its weak point. If a creature makes an attack and wants to target these parts of the body, add 5 to Twinmold's AC. If the attack hits, Twinmold will become vulnerable to all damage types until the start of its turn.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit 59 (12d8 +5) piercing damage
Majora's Mask
Large Mask, Chaotic Evil
- Armor Class 17 (Natural Armor)
- Hit Points 214 (33d10 + 33)
- Speed 0 ft. Hover 60 ft.
STR DEX CON INT WIS CHA 9 (-1) 20 (+5) 12 (+1) 19 (+4) 18 (+4) 19 (+4)
- Saving Throws Dex +10, Wis +9, Cha +9
- Skills Intimidation +9
- Damage Vulnerabilities Radiant
- Damage Resistances Bludgeoning, Piercing, and Slashing Damage.
- Condition Immunities Grappled, Poisoned, Prone
- Senses Passive Perception 19
- Languages Common and Majora
- Challenge 15 (13,000 XP)
Untouchable. Majora's Mask's movement cannot provoke opportunity attacks.
Living Curse. Majora's Mask does not need to eat, sleep, or breath.
Puppet Master. Majora's Mask can use its action to shrink to the size of a common mask. While in this form it cannot use any of its abilities. If a creature wears Majora's Mask while it is in the form, it must succeed on a DC 30 Charisma Saving throw or become possessed by Majora's Mask until the mask decides to end the possession. The Mask loses this ability upon death.
Fear of the Light. When Majora's Mask takes Radiant Damage, it loses its resistance to Bludgeoning, Piercing, and Slashing damage.
Actions
Multiattack. Majora's Mask makes Three Razor Slash attacks
Razor Slash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (5d6 +5) Slashing damage.
Lazer. Ranged Weapon Attack: +10 to hit, range 75 ft., one target. Hit: 18 (4d8) Fire and 18 (4d8) Lightning damage.
Soul of a Demon. Majora's Mask makes a Razor Slash attack against a target and heals for the damage it dealt.
Possessed Remains
Large Mask, Chaotic Evil
- Armor Class 14 (Natural Armor)
- Hit Points 38 (5d10 +10)
- Speed 0 ft., Hover 20 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 14 (+2) 1 (-5) 2 (-4) 3 (-4)
- Damage Vulnerabilities Radiant
- Condition Immunities Prone
- Senses passive Perception 6
- Languages Understands Majora, but cannot speak.
- Challenge 3 (700)
Actions
Multiattack. The Possessed Remains makes 2 Spark Attacks
Spark. Ranged Weapon Attack: +2 to hit, range 30 ft., one target. Hit: 11 (2d10) Lightning damage
Majora's Incarnation
Huge Humanoid, Chaotic Evil
- Armor Class 30
- Hit Points 99 (22d12 -44)
- Speed 100 ft.
STR DEX CON INT WIS CHA 8 (-1) 30 (+20) 6 (-2) 18 (+4) 18 (+4) 17 (+3)
- Saving Throws Dex +25
- Skills Acrobatics +25
- Damage Vulnerabilities Radiant
- Condition Immunities Grappled, Prone, Stunned
- Senses passive Perception 14
- Languages Common and Majora
- Challenge 15 (13,000 XP)
Reckless Runner. If Majora's Incarnation takes any damage at all, it falls to the ground and is prone, ignoring its immunity to being so. While it is prone, its AC becomes 0.
Freedom of Movment. Majora's Incarnation ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 10 feet of movment to escape from restraints of any kind or from being grappled.
Untouchable. Majora's Incarnation's movement cannot provoke opportunity attacks.
Living Curse. Majora's Incarnation does not need to eat, sleep, or breath.
Actions
Multiattack. Majora's Incarnation makes 5 Zip Zap attacks
Zip Zap. Ranged Weapon Attack: +20 to hit, range 15 ft., one target. Hit 10 (4d4) Lightning damage
Wiz Around. Majora's Incarnation runs around using its entire movement to do so, but leaves an after image behind. This movement will not provoke opportunity attacks. Majora's Incarnation can only have 1 incarnation active at a time, using this ability again will remove the previous one.
Reactions
Return to Image. When Majora's Incarnation takes damage, it can choose to use its reaction to halve the damage and move to its after image. If Majora's Incarnation was prone when it used this reaction, it will still be prone upon returning to its after image.
Rare Action
Majora's Incarnation can take a rare action only at the end of another creature's turn. Majora's Incarnation regains the use of its rare action at the start of its turn.
Run Around. Majora can move up to half of its movement speed without provoking opportunity attacks.
Majora's Wrath
Huge Monstrosity, Chaotic Evil
- Armor Class 21 (Natural Armor)
- Hit Points 184 (16d12 + 80)
- Speed 30 ft.
STR DEX CON INT WIS CHA 25 (+7) 12 (+1) 20 (+5) 18 (+4) 12 (+1) 21 (+5)
- Saving Throws Str +12, Dex +6, Con +10, Int +9, Wis +6, Cha +10
- Skills Perception +6
- Damage Vulnerabilities Radiant
- Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical weapons.
- Damage Immunities Fire, Poison, Thunder, and Cold.
- Condition Immunities Charmed, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
- Senses passive Perception 16, Truesight 60 ft.
- Languages Majora
- Challenge 15 (13,000)
Untouchable. Majora's Wrath's movement cannot provoke opportunity attacks.
Living Curse. Majora's Wrath does not need to eat, sleep, or breath.
Wrathful. When Majora's Wrath takes damage, its next attack is made with advantage.
Legendary Resistance (3/Day). If Majora's Wrath fails a saving throw, it can choose to succeed instead.
Insanity. Majora's Wrath has disadvantage on Wisdom saving throws. In addition, Creatures who start their turn within 30 feet of Majora's Wrath take 7 (2d6) psychic damage.
Actions
Multiattack. Majora's Wrath makes two Whip Attacks
Whip. Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit 40 (5d12 +7) Piercing damage
Spinning Whip (Recharge 5-6). Majora's Wrath begins to spin and move 30 feet in one direction. While moving it can make one whip attack against each creature in range.
Hell Tops. Majora's Wrath summons a spinning Top to a point it can see within 60 feet of itself. Creatures within 5 feet of that point must succeed on a DC 18 Dexterity Saving throw or take 13 (2d12) piercing damage and be knocked prone. Majora's wrath can also use a bonus action to move up to 2 of these tops 10 feet. The tops have an AC of 10 and 20 HP. When a top's HP reaches 0 it will explode dealing 7 (2d6) fire damage to any creature within 5 feet of it.
Reactions
Parry. Majora's Wrath adds 3 to its AC against one attack that would hit it. To do so, Majora's Wrath must be able to see the attacker.
Legendary Actions
Majora's Wrath 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. Majora's Wrath regains spent legendary actions at the start of its turn.
Whip Grab. Majora's Wrath makes a whip attack against a creature. If that attack hits, the creature is now grappled (escape DC 19). Majora can only have up to two creatures grappled at a time and cannot use its whip attack if it has two creatures grappled.
Whip Throw. Majora's Wrath throws a creature it was grappling up to 60 feet. If the creature lands on a solid surface, it takes 3 (1d6) bludgeoining damage for every 10 feet it was thrown and is knocked prone. If the creature is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
Call to remains. Majora's Wrath can summon one Possessed Remains within 30 feet of itself. This possessed remains only has 1 Hit Point and will die if another one is summoned.
Skull Kid
Small Undead, Chaotic Good
- Armor Class 12
- Hit Points 14 (3d6 +3)
- Speed 25 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 7 (-2) 8 (-1) 13 (+1)
- Saving Throws saving_throws
- Skills Performance +3
- Damage Vulnerabilities Fire
- Senses passive Perception 9
- Languages Common
- Challenge 1/2 (50 XP)
Cheeky. Skull Kid can gain advantage on deception checks, so long as the intent of the deception isn't harmful.
Flautist. Skull Kid is proficient with flutes.
Actions
Smack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 +2) bludgeoning damage
Kafei's Mask
Mask, Common
Credit: Image Belongs to Nintendo
A mask used in missing person cases.
While wearing this mask, you can change its appearance as an action.
You can make the mask look like anyone you have seen before,
but the mask will always look like a mask, and will not fool anyone.
This mask might help people remember things about that person, though.
Bremen Mask
Mask, Uncommon
Credit: Image Belongs to Nintendo
A mask that brings out the maturity of others.
While wearing this mask you have a +1 to performance checks.
While you are performing, creatures of a level or CR lower
than yours gain +2 to their wisdom scores while they are
wihin 30 feet of you and can hear you perform.
Kamaro's Mask
Mask, Uncommon
Credit: Image Belongs to Nintendo
A mask housing the talent of a fallen performer.
While wearing this mask, you have a +4 to performance checks
to dance. Others who watch you dance for more than 1 minute
are also able to dance in sync with you.
Blast Mask
Mask, Rare
Credit: Image Belongs to Nintendo
An explosive mask that smells of soot.
While wearing this mask, you can use your action to cause the mask to explode.
Creatures within 5 feet of you must succeed on a DC 12 Dexterity
saving throw or take 3d6 fire damage. You must take
this damage unless you are wielding a shield, which
you must use a bonus action to block the explosion's damage.
Great Fairy Mask
Mask, Rare
Credit: Image Belongs to Nintendo
This mask resembles the face of a beautiful fae
While wearing this mask, you are considered fey
in the eyes of fey creatures.
You gain advantage on charisma checks with fae
creatures while wearing this mask.
CR 2 and lower fey are friendly to you while wearing
this mask, but will become hostile to you if you or
an ally of yours causes them any pain.
Gibdo Mask
Mask, Very Rare
Credit: Image Belongs to Nintendo
This mask invokes the image of the undead
While wearing this mask, undead creatures consider
you one of their own. Because of this, you are
considered an ally by them until you deal damage
to them. You also gain the ability to speak with
undead creatures.
All-Night Mask
Mask, Very Rare
Credit: Image Belongs to Nintendo
A tortous mask that prevents the wearer from sleeping
This mask prevents one from falling asleep, making
the wearer immune to any effects that would cause
them to so. While under this effect, however, you
are still able to gain levels of exhaustion from not sleeping.
Postman's Hat
Headware, Common
Credit: Image Belongs to Nintendo
This hat is the uniform of postal carriers
While wearing this hat, you have access to mail
boxes and the ability to intercept mail. Other
postal carrier can tell you're not one of their
own, and will respond accordingly.
Keaton Mask
Mask, Very Rare
Credit: Image Belongs to Nintendo
*The mask invokes the image of a Keaton,
a fox-like being who loves puzzles*
While wearing this mask, you can perform
a ritual for 1 minute to summon a Keaton.
The Keaton is friendly to you and will
ask you one question about the world you
live in. If you answer correctly, you will
be given something by the Keaton, depending
on the creature's whim.
Keaton
Medium Fae, Chaotic Good
- Armor Class 17
- Hit Points 33 (5d8 + 10)
- Speed 55 ft.
STR DEX CON INT WIS CHA 10 (+0) 25 (+7) 14 (+2) 20 (+5) 17 (+3) 16 (+3)
- Saving Throws Dex +9, Wis +5, Cha +5
- Skills Arcana +7, Deception +6, Investigation +7, Perception +5, Stealth +9
- Senses passive Perception 15
- Languages Any four languages
- Challenge 3 (700 XP)
Creature of Magic. The Keaton can cast three spells of 2nd level or lower each day, gaining this ability at dawn.
Actions
Multiattack. The Keaton makes two pound attacks
Pound. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 14 (2d6 + 7) bludgeoning damage
Apparate. The Keaton creates an small object in the shape of whatever it wants. Roll a D100, on a 50 or less the object is worthless. On a 51-99, the object is an uncommon magic item. On a 100, the object is a Rare magic item. The Keaton can only give one object to a creature, otherwise the object will always be a copper coin.
Headware, Rare
Headware, Rare
Credit: Image Belongs to Nintendo
A hat that grants the appearance
of Don Gero, a master musician.
While wearing this mask, you have the
ability to speak with frogs. In addition,
any frog you can see within 30 feet of you
gains a +10 to Charisma (Performance) checks.
Romani's Mask
Headware, Common
Credit: Image Belongs to Nintendo
A cow shaped hat indicating membership to the Milk Bar
Wearing this hat grants access to an exclusive bar known as "The Milk Bar"
While in the Milk Bar, one can purchase one of two items.
Romani's Milk for 50 gold or Chateau Romani for 2,000 gold.
Chateau Romani
Potion, Legendary
Credit: Image Belongs to Nintendo
Swirl it around with your tongue to enjoy its flavor to the fullest!
You can use your action to drink this special blend of milk.
When a creature consumes the entire bottle, they regain hit
points equal to their maximum hit point total. In addition, if
the creature is capable of casting spells, they also regain a
spell slot of 8th level or lower.
Milk
Potion, Common
Credit: Image Belongs to Nintendo
A delicious blend of milk straight from the ranch!
Drinking this milk as an action restores 3d6 Hit Points to a creature.
Mask of Truth
Mask, Rare
Credit: Image Belongs to Nintendo
This one-eyed mask peers into minds.
While wearing this mask you have advantage
on insight checks as well as gain the ability
to read the minds of animals. When touching
certain objects, you are also able to learn
one fact relevant to the object's surroundings.
Stone Mask
Mask, Very Rare
Credit: Image Belongs to Nintendo
This plain looking mask looks no
different than a stone on the ground
While wearing this mask creatures with
a CR or level equal to half or lower than
your own cannot see you. This illusion
is broken for 1 minute if you damage an
object or creature.
Captain's Hat
Headware, Rare
Credit: Image Belongs to Nintendo
This skeletal face mask holds the
dreams and wishes of captain Keeta.
While wearing this mask skeletons and
the like will consider you one of their
own and will assist you in all tasks, save
for fighting. While wearing this mask, you
are also able to make a DC 18 Charisma (Persuasion)
check to convince hostile skeletons to
stop attacking for one round of combat.
Garo Mask
Hood, Rare
Credit: Image Belongs to Nintendo
This harrowing hood feels like looming death to wear.
While wearing this hood you are considered undead by
detection spells and abilities. However, a DC 8 Intelligence
check is all that is needed to see through this hood.
Stalchild
Small Undead, Lawful Evil
- Armor Class 11
- Hit Points 7 (2d6)
- Speed 20 ft.
STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 10 (+0) 7 (-2) 7 (-2) 6 (-2)
- Damage Vulnerabilities Bludgeoning
- Senses passive Perception 8
- Languages Common, but only to other Undead
- Challenge 1/4 (50 XP)
Actions
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d6 - 1) Bludgeoning damage
Stalfos
Medium Undead, Lawful Evil
- Armor Class 18 (Plate Armor)
- Hit Points 52 (8d8 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 8 (-1)
- Damage Vulnerabilities Bludgeoning
- Senses passive Perception 10
- Languages Common, but only to other undead
- Challenge 2 (450 XP)
Returning Bodies. If a Stalfos is defeated and not exposed to sunlight, it will return to full health after 24 hours.
Actions
Multiattack. The Stalfos makes three longsword attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 +1) Slashing damage
Garo
Medium Undead, Lawful Evil
- Armor Class 13 (Leather Armor)
- Hit Points 14 (3d8)
- Speed 35 ft.
STR DEX CON INT WIS CHA 8 (-2) 14 (+2) 11 (+0) 18 (+4) 15 (+2) 12 (+1)
- Saving Throws Dex +4
- Skills Stealth +4
- Senses passive Perception 12, Blindsight 30 feet
- Languages Common
- Challenge 1/4 (50 XP)
Brothers in Death. Garo can detect undead creatures up to 60 feet away from themselves, but do not know what kind of undead it is until they can see them.
Die without leaving a corpse. When a Garo is at half it's maximum Hit Points, it will use its action to self destruct, dealing 7 fire damage to all creatures within 5 feet of itself.
Actions
Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) Slashing damage
Circus Leader's Mask
Mask, Rare
Credit: Image Belongs to Nintendo
This mask heaves a sigh of saddness just looking at it.
This mask makes even the hardest of hearts soften.
While wearing this mask you have advantage on charisma
checks against lawful evil humaniod creatures. In
addition, lawful evil humanoids have disadvantage on
attack rolls against you if they can see your face.
Mask of Scents
Mask, Common
Credit: Image belongs to Nintendo
A strange mask that looks like the face of a pig.
You have advantage on Wisdom (Perception) checks that rely on smell while wearing this mask. In addition, you can see smells in the form of clouds of color while wearing this mask.
Gaint's Mask
Mask, Legendary (Requires Attunement)
Credit: Image Belongs to Nintendo
This Mask helps you grow to the size of a giant!
You can use an action to put on this mask and grow
to the size of a giant. While grown in this size,
your size becomes huge and your strength score
becomes 24.
In addition to this, the reach of your melee attacks
increases by 10 feet. Everything you are carrying and
wearing also increases in size. When rolling damage for
weapons enlarged in this manner, roll three times the
normal number of dice. At the end of your turn, you must
expend one spell slot or the use of any ability that needs
a short or long rest to regain in order to keep this mask's
power going. This mask only works inside of certain
rooms, determined by the Dungeon Master.
Moon's Mask
Mask, Uncommon
Credit: Image Belongs to Nintendo
This mask is to be exchanged at the
carnival of time, in order to create a union.
Though simple in design, the Moon
mask is a symbol of betrothal.
While wearing this mask you have darkvision
up to 10 feet. If you already have darkvision,
this mask increases your darkvision by 10 feet.
Sun's Mask
Mask, Uncommon
Credit: Image Belongs to Nintendo
This mask is to be exchanged at the
carnival of time, in order to create a union.
Though simple in design, the Sun
mask is a symbol of betrothal. While
wearing this mask you gain advantage
on any saving throw to avoid being blinded.
Couple's Mask
Mask, Rare
Credit: Image Belongs to Nintendo
A mask symbolizing the sanctity of marriage!
This mask combines the powers of the Sun's Mask
and the Moon's Mask, with extra benefits. While
wearing this mask you gain darkvision up to
10 feet. If you already have Darkvision, it is
increased by 10 additional feet. This mask also
gives you advantage on any saving throw to avoid
being blinded. Finally, while wearing this mask
you have knowledge of where your spouse is, as long
as they are on the same plane of existence as you are.
Bunny Hood
Headware, Legendary
Credit: Image Belongs to Nintendo
While Wearing this hood your movement speed is increased by 25 feet.
Postman's Hat
Headware, Common
Credit: Image Belongs to Nintendo
This headware is the official hat of the postmen of Termina. While wearing this hat, one can access postboxes, allowing them to open up the mail within and obtain their contents.