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# 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. \pagebreakNum
### 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. \columnbreak **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. \pagebreakNum
### 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. \columnbreak **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. \pagebreakNum
### 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. \columnbreak **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. \pagebreakNum
### 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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 \pagebreakNum ___ > ## 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 \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ > ## 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 \pagebreakNum
### 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.
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### 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.
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### 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.
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### 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.
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### 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.
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### 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. \pagebreakNum
### 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.
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### 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.
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### 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.
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### 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.
\pagebreakNum ___ > ## 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 \pagebreakNum
### 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.
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### 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.
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### 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.
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### 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.
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### 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.