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Bestiary
Table of Contents A
Argorok
Aruouda
B
Bari
Beamos
Biri
Boe, Black
Boe, White
Bokoblin
Bokoblin, Green
Bokoblin, Pink
Bokoblin, Purple
Bokoblin, Twilit
Bubble, Blue
Bubble, Fire
Bubble, Green
Bubble, Ice
Bubble, Red
Bubble, White
Bulblin
C Crow
D Darknut
Darknut, Blue
Darknut, Mighty
Darknut, Red
Death Sword
Deku Baba
Deku Baba, Big
Deku Baba, Bio
Deku Baba, Twilit
E
F
Flare Dancer
Floormaster
Freezard
G
Gohma
Guay
H
I
Iron Knuckle
J
K Kalle Demos
Kargarok
Kargarok, Twilit
Keese
Keese, Fire
Keese, Ice
Keese, Twilit
L
Lizalfos
Lizalfos, Blue
Lizalfos, Orange
Lizalfos, Red
Lynel
Lynel, Blue
Lynel, Red
M
Magtail
Moblin
Moblin, Blue
Moblin, Great
Moblin, Red
Moby
N
O
Octorok, Big
P
Peahat
Q
R
Rat
Raven
ReDead
S
Shabom
Shadow Hag
Shadow Vermin
Skulltula
Snapper
Stalchildren
Stalfos
Stalfos, Shrouded
Stalhound
Stalkin
Stinger
T
Tektite, Blue
Tektite, Red
U
V
W
Wizzrobe
X
Y
Z
Argorok Huge Dragon
Hit Dice: 25d12+150 (312 HP)
Initiative: +0
Speed: 40 ft., fly 150 ft.
AC: 32 (-2 size, +24 natural), 27 without
armour
Attacks: Bite +34, 2 claws +34, 2 wings +34,
tail slap +34, crush +34
Damage: Bite 2d8, claw 2d6, wing 1d8, tail
slap 2d6, crush 4d6
Face/Reach: 10ft. by 20ft./10ft.
Special Attacks: Breath Weapon (fire) 100 ft.
line, 50 ft. cone, 14d10, Frightful Presence
DC 26
Special Qualities: Dragon, Fire Subtype,
Damage Reduction 10/+1, Blindsight, Keen
Senses, Flyby Attack, Hover, Snatch, Wingover
Saves: Fort+20, Ref+14, Will+18
Abilities: Str33, Dex10, Con23, Int18, Wis19, Cha18
Skills: Jump +10, Spot +15, Listen +15
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 12
Treasure: Double Standard
Alignment: Shadow
Advancement: ---
A huge red dragon with black armour, Argorok prefers high places. It has a wide variety of attacks available to
it, making it perhaps one of the toughest enemies in the game. Its presence alone may cause characters to run in
fear. However, successfully knocking or pulling Argorok from the sky, causing it to slam into the ground, will
cause it to lose bits of its black armour for -1 AC per knockdown. Without any armour at all, its AC is 27.
Aruouda Large Vermin
Hit Dice: 2d8+8 (26 hp)
Initiative: +0
Speed: 50ft.
AC: 14 (-1 size, +5 natural)
Attacks: 2 claws +5 melee, fireball +0 melee
Damage: Claw 1d6+3, fireball 1d6
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Squeeze
Special Qualities: Vermin
Saves: Fort+6, Ref+1, Will+1
Abilities: Str17, Dex10, Con14, Int–, Wis10, Cha2
Skills: Climb+11, Hide+3, Spot+7
Climate/Terrain: Underground
Organization: Solitary or colony (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Power
Advancement: 5-15hd (large)
An Aruouda is a large, scorpion-like creature with one red eye. It lives in caves, and can latch on with its claws
or shoot fireballs from its tail.
Fireball: An Aruouda’s fireball attack has a 400 ft. range and strikes anything within a 20-foot radius of impact.
Squeeze: An Aruouda that gets a hold on an opponent of its size or smaller latches on and automatically deals
damage with both claws at full attack value.
Bari Large Beast
Hit Dice: 8d8+8 (44 hp)
Initiative: +2 (Dex)
Speed: Swim 30ft.
AC: 16 (-1 size, +2 Dex, +5 natural)
Attacks: Tentacle slam +10 melee
Damage: Tentacle slam 1d8+4
Face/Reach: 5ft. by 5ft./10ft.
Special Attacks: Stunning Shock: 2d8 subdual damage+ stunned 1
round
Special Qualities: Electric Shield
Saves: Fort+7, Ref+8, Will+3
Abilities: Str20, Dex15, Con13, Int2, Wis12, Cha3
Skills: Listen +4, Spot +4
Climate/Terrain: Aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Power
Advancement: 9-12HD (large), 13-24HD (huge)
Bari are large, gelatinous jellyfish with visible brains. They live in fresh water and can strike with electrical
attacks and with tentacles.
Electric Shield: A bari is surrounded by a field of electricity. Attempting to strike it with a metal melee weapon
will result in a 1d2 damage shock to the holder and the lowering of the field. The field can be more efficiently
destroyed with any ranged weapon or any melee weapon that is not solid metal or putting it to sleep.
Beamos Medium Construct
Hit Dice: 5d10 (25 hp)
Initiative: +0
Speed: --- (can’t move)
AC: 15 (+5 natural)
Attacks: Eyeball ray +3 ranged
Damage: Eyeball ray 1d8
Face/Reach: 5ft. by 5ft./20ft.
Special Attacks: ---
Special Qualities: Construct
Saves: Fort+5, Ref+5, Will+5
Abilities: Str16, Dex10, Con---, Int---, Wis10, Cha1
Skills: Spot +6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Power
Advancement: ---
Beamos are statues with a rotating head and one glowing eye. This eye can only see for twenty feet, but it
shoots a dangerous laser at anything that it sees. The only way to kill it is by attacking its eye (usually with a
ranged weapon) or blowing its head off with a bomb.
A Beamos’s ray can be reflected with a Mirror Shield.
Biri Small Beast
Hit Dice: 2d8 (9 hp)
Initiative: +3 (Dex)
Speed: Swim 30ft.
AC: 16 (+1 size, +3 Dex, +2 natural)
Attacks: Tentacle strike +5 melee
Damage: Tentacle strike 1d3+1
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Stunning Shock: 1d8 subdual damage+ stunned 1 round
Special Qualities: Electric Shield
Saves: Fort+3, Ref+6, Will+1
Abilities: Str12, Dex17, Con11, Int2, Wis12, Cha3
Skills: Listen +5, Spot +5
Climate/Terrain: Aquatic
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Power
Advancement: 3-6HD (medium), 7HD (large)
Biri are small, electrical jellyfish. They live in fresh water and can strike with electrical attacks and with
tentacles.
Electric Shield: A biri is surrounded by a field of electricity. Attempting to strike it with a metal melee weapon
will result in a 1d2 damage shock to the holder and the lowering of the field. The field can be more efficiently
destroyed with any ranged weapon or any melee weapon that is not solid metal or putting it to sleep.
Boe, Black Tiny Aberration
Hit Dice: ¼d8 (1hp)
Initiative: +2 (Dex)
Speed: 15 ft
AC: 14 (+2 size, +2 Dex)
Attacks: Head butt +4 melee
Damage: 1 hp
Face/Reach: 2½ft/2½ft (0 ft)
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Hide +18, Move Silently +10
Abilities: Str2 Dex15 Con10 Int2 Wis12 Cha2
Skills: Listen, Spot
Feats: —
Climate/Terrain: Forest, Marsh, Underground
Organization: Swarm (10-100)
Challenge Rating: 1/8
Treasure: None
Alignment: Shadow
Advancement: —
Appearing as black fuzzballs, Black Boes are tiny enemies that hide in darkness. They are easily killed with any
weapon and only pose a threat in groups.
Boe, White Tiny Aberration
Hit Dice: ¼d8 (1hp)
Initiative: +2 (Dex)
Speed: 15 ft
AC: 14 (+2 size, +2 Dex)
Attacks: Head butt +4 melee
Damage: 1d3
Face/Reach: 2½ft/2½ft (0 ft)
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Hide +18, Move Silently +10
Abilities: Str2 Dex15 Con10 Int2 Wis12 Cha2
Skills: Listen, Spot
Feats: —
Climate/Terrain: Cold
Organization: Swarm (10-100)
Challenge Rating: 1/8
Treasure: None
Alignment: Shadow
Advancement: —
Appearing as white fuzzballs, White Boes are tiny enemies that hide in bright snow and ice. They are easily
killed with any weapon and only pose a threat in groups.
Bokoblin Small Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 size, +1 Dex, +3 studded leather)
Attacks: Club
Damage: Club 1d6+2
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: —
Saves: Fort+2, Ref+1, Will-2
Abilities: Str15, Dex13, Con11, Int6, Wis7, Cha8
Skills: Hide+6, Listen+1, Move Silently+4, Spot+1
Feats: —
Climate/Terrain: Temperate and warm land and underground
Organization: Gang (4-9)
Challenge Rating: ¼
Treasure: Standard, always a Joy Pendant
Alignment: Shadow
Advancement: —
Bat-faced, blue-skinned, and extremely stupid, Bokoblins are another very common enemy in Hyrule. Their
only advantages are their great strength and great numbers.
Bokoblin, Green Small Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 16 (+1 size, +1 Dex, +3 studded leather, +1 light wooden shield)
Attacks: Club
Damage: Club 1d6+2
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: —
Saves: Fort+2, Ref+1, Will-2
Abilities: Str15, Dex13, Con11, Int6, Wis7, Cha8
Skills: Hide+6, Listen+1, Move Silently+4, Spot+1
Feats: —
Climate/Terrain: Temperate and warm land and underground
Organization: Gang (4-9)
Challenge Rating: ¼
Treasure: Standard, always a Joy Pendant
Alignment: Shadow
Advancement: —
Green-skinned Bokoblins are the elites of the Bokoblin tribe. They carry shields as well as clubs, but are no
more intelligent.
Bokoblin, Pink Small Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 size, +1 Dex, +3 studded leather)
Attacks: Club
Damage: Club 1d6+2
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: —
Saves: Fort+2, Ref+1, Will-2
Abilities: Str15, Dex13, Con11, Int6, Wis7, Cha8
Skills: Hide+6, Listen+1, Move Silently+4, Spot+1
Feats: —
Climate/Terrain: Temperate and warm land and underground
Organization: Gang (4-9)
Challenge Rating: ¼
Treasure: Standard, always a Joy Pendant
Alignment: Shadow
Advancement: —
Pink-skinned Bokoblins serve as scouts, but are otherwise the same as their blue-skinned counterparts.
Bokoblin, Purple Small Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 size, +1 Dex, +3 studded leather)
Attacks: Longsword
Damage: Longsword 1d6+2
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: —
Saves: Fort+2, Ref+1, Will-2
Abilities: Str15, Dex13, Con11, Int6, Wis7, Cha8
Skills: Hide+6, Listen+1, Move Silently+4, Spot+1
Feats: —
Climate/Terrain: Temperate and warm land and underground
Organization: Gang (4-9)
Challenge Rating: ¼
Treasure: Standard, always a Joy Pendant
Alignment: Shadow
Advancement: —
Purple-skinned Bokoblins are just the same as the other types of Bokoblin, but are armed with swords instead of
clubs.
Bokoblin, Twilit Small Twilit Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 size, +1 Dex, +3 studded leather)
Attacks: Club
Damage: Club 1d6+2
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: —
Saves: Fort+2, Ref+1, Will-2
Abilities: Str15, Dex13, Con11, Int6, Wis7, Cha8
Skills: Hide+6, Listen+1, Move Silently+4, Spot+1
Feats: —
Climate/Terrain: Temperate and warm land and underground
Organization: Gang (4-9)
Challenge Rating: ¼
Treasure: Standard, always a Joy Pendant
Alignment: Shadow
Advancement: —
Twilit Bokoblins behave exactly the same as their Light Realm counterparts. The only difference is in their
appearance.
Bubble, Blue
Small Aberration
Hit Dice: 1/2d12 (3 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: Bite +2 melee
Damage: Bite 1d4
Face/Reach: 5ft./5ft./5ft.
Special Qualities: None
Saves: Fort+0, Ref+1, Will+2
Abilities: Str10, Dex12, Con–, Int–, Wis10, Cha11
Feats: Improved Initiative
Climate/Terrain: Underground
Organization: Any
Challenge Rating: 1/3
Treasure: Standard
Alignment: Shadow
Advancement: —
A flying skull with bat wings for ears, Blue Bubbles are surrounded by a nimbus of blue fire. Adventurers
wishing to defeat a Blue Bubble must first extinguish this nimbus with a ranged weapon before they can do
damage to the creature. Touching a Blue Bubble with a shield or close-ranged weapon while the nimbus is lit
will curse the attacker, making him unable to draw a weapon for 1d3 rounds. The nimbus will stay extinguished
for 1d6 rounds before re-lighting.
Bubble, Fire
Small Aberration
Hit Dice: 1/2d12 (3 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: Bite +2 melee
Damage: Bite 1d4
Face/Reach: 5ft./5ft./5ft.
Special Qualities: None
Saves: Fort+0, Ref+1, Will+2
Abilities: Str10, Dex12, Con–, Int–, Wis10, Cha11
Feats: Improved Initiative
Climate/Terrain: Underground
Organization: Any
Challenge Rating: 1/3
Treasure: Standard
Alignment: Shadow
Advancement: —
A flying skull with bat wings for ears, Fire Bubbles are surrounded by a nimbus of fire. Touching the Bubble
will cause the attacker 1d4 fire damage. Adventurers wishing to defeat a Fire Bubble must first extinguish this
nimbus with a shield attack or a ranged weapon before they can do damage to the creature. The nimbus will stay
extinguished for 1d6 rounds before re-lighting.
Bubble, Green
Small Aberration
Hit Dice: 1/2d12 (3 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: Bite +2 melee
Damage: Bite 1d4
Face/Reach: 5ft./5ft./5ft.
Special Qualities: None
Saves: Fort+0, Ref+1, Will+2
Abilities: Str10, Dex12, Con–, Int–, Wis10, Cha11
Feats: Improved Initiative
Climate/Terrain: Underground
Organization: Any
Challenge Rating: 1/3
Treasure: Standard
Alignment: Shadow
Advancement: —
A flying skull with bat wings for ears, Green Bubbles are surrounded by a nimbus of green fire. Adventurers
wishing to defeat a Green Bubble must first extinguish this nimbus with a shield attack or ranged weapon before
they can do damage to the creature. Patient adventurers may wait for the Green Bubble’s nimbus to die down
every three rounds. The nimbus will stay extinguished for 1d6 rounds before re-lighting.
Bubble, Ice
Small Aberration
Hit Dice: 1/2d12 (3 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: Bite +2 melee
Damage: Bite 1d4
Face/Reach: 5ft./5ft./5ft.
Special Qualities: None
Saves: Fort+0, Ref+1, Will+2
Abilities: Str10, Dex12, Con–, Int–, Wis10, Cha11
Feats: Improved Initiative
Climate/Terrain: Underground
Organization: Any
Challenge Rating: 1/3
Treasure: Standard
Alignment: Shadow
Advancement: —
A flying skull with bat wings for ears, Ice Bubbles are surrounded by a nimbus of cold fire. Touching the
Bubble will cause the attacker to freeze for one round, incurring 1d4 damage. Adventurers wishing to defeat an
Ice Bubble must first extinguish this nimbus with a ranged weapon before they can do damage to the creature.
The nimbus will stay extinguished for 1d6 rounds before re-lighting.
Bubble, Red
Small Aberration
Hit Dice: 1/2d12 (3 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: Bite +2 melee
Damage: Bite 1d4
Face/Reach: 5ft./5ft./5ft.
Special Qualities: None
Saves: Fort+0, Ref+1, Will+2
Abilities: Str10, Dex12, Con–, Int–, Wis10, Cha11
Feats: Improved Initiative
Climate/Terrain: Underground
Organization: Any
Challenge Rating: 1/3
Treasure: Standard
Alignment: Shadow
Advancement: —
A flying skull with bat wings for ears, Red Bubbles are surrounded by a nimbus of red fire. Adventurers
wishing to defeat a Red Bubble must first extinguish this nimbus with a shield attack or ranged weapon before
they can do damage to the creature. The nimbus will stay extinguished for 1d6 rounds before re-lighting.
Bubble, White
Small Aberration
Hit Dice: 1/2d12 (3 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: Bite +2 melee
Damage: Bite 1d4
Face/Reach: 5ft./5ft./5ft.
Special Qualities: None
Saves: Fort+0, Ref+1, Will+2
Abilities: Str10, Dex12, Con–, Int–, Wis10, Cha11
Feats: Improved Initiative
Climate/Terrain: Underground
Organization: Any
Challenge Rating: 1/3
Treasure: Standard
Alignment: Shadow
Advancement: —
A flying skull with bat wings for ears, White Bubbles are unusual among Bubbles in that they have no
accompanying cloud of fire. They can be easily killed with any weapon.
Bulblin
Small Humanoid
Hit Dice: 1d8 (4hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 size, +1 Dex, +3 studded leather)
Attacks: Club +1 melee or longbow +3 ranged
Damage: Club 1d6, Longbow 1d8
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: ---
Saves: Fort+2, Ref+1, Will+0
Abilities: Str8, Dex13, Con11, Int10, Wis11, Cha8
Skills: Hide+6, Listen+3, Move Silently+4, Spot+3
Feats: Alertness
Climate/Terrain: Temperate and warm land and underground
Organization: Gang (4-9)
Challenge Rating: ¼
Treasure: Standard
Alignment: Shadow
Advancement: ---
Bulblins are small, goblin-like creatures with green skin and horns. While each carries two weapons, it seems to
forget it has two choices once it begins fighting.
Crow Tiny Animal
Hit Dice: ¼d8 (1hp)
Initiative: +2 (Dex)
Speed: 10ft., fly 40ft. (average)
AC: 14 (+2 size, +2 Dex)
Attacks: Claws +4 melee
Damage: Claws 1d2-5
Face/Reach: 2½ft./2½ft./0ft
Special Qualities: —
Saves: Fort+2, Ref+4, Will+2
Abilities: Str1, Dex15, Con10, Int2, Wis14, Cha6
Skills: Listen+6, Spot+6
Feats: Weapon Finesse (claws)
Climate/Terrain: Any forest, hill, plains, and mountains
Organization: Solitary
Challenge rating: 1/6
Treasure: None
Alignment: Power
Advancement: —
Crows are tiny black birds. They perch in high branches, swooping down on travelers who are carrying
anything shiny. While they may prove annoying, they are not much of a threat.
Darknut
Medium Humanoid
Hit Dice: 5d10 (27 hp)
Initiative: +0
Speed: 20 ft. (can’t run)
AC: 18 (+6 masterwork banded mail, +2 masterwork heavy steel
shield), touch 10, flat-footed 18
Attacks: Darknut Sword +6 melee; Rapier +6 melee; unarmed strike +6
melee
Damage: Darknut Sword 2d6+4; Rapier 1d6+4; unarmed strike 1d4+4
Special Qualities: Improved Unarmed Strike
Saves: Fort+1, Ref+1, Will+2
Abilities: Str17, Dex11, Con---, Int6, Wis13, Cha2
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 2
Treasure: Standard
Alignment: Shadow
Advancement: 6-10HD (Medium)
Darknuts are heavily armoured knights. They are capable of dealing a great deal of damage both armed and
unarmed.
Darknut, Blue
Medium Humanoid
Hit Dice: 5d10+2 (29 hp)
Initiative: +0
Speed: 20 ft. (can’t run)
AC: 18 (+6 masterwork banded mail, +2 masterwork heavy steel shield), touch 10, flat-footed 18
Attacks: Darknut Sword +6 melee; Rapier +6 melee; unarmed strike +6 melee
Damage: Darknut Sword 2d6+4; Rapier 1d6+4; unarmed strike 1d4+4
Special Qualities: Improved Unarmed Strike
Saves: Fort+1, Ref+1, Will+2
Abilities: Str17, Dex11, Con---, Int6, Wis13, Cha2
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 2
Treasure: Standard
Alignment: Shadow
Advancement: 6-10HD (Medium)
Darknuts are heavily armoured knights. They are capable of dealing a great deal of damage both armed and
unarmed. Blue Darknuts are slightly more durable than Red Darknuts.
Darknut, Red
Medium Humanoid
Hit Dice: 5d10+1 (28 hp)
Initiative: +0
Speed: 20 ft. (can’t run)
AC: 18 (+6 masterwork banded mail, +2 masterwork heavy steel shield), touch 10, flat-footed 18
Attacks: Darknut Sword +6 melee; Rapier +6 melee; unarmed strike +6 melee
Damage: Darknut Sword 2d6+4; Rapier 1d6+4; unarmed strike 1d4+4
Special Qualities: Improved Unarmed Strike
Saves: Fort+1, Ref+1, Will+2
Abilities: Str17, Dex11, Con---, Int6, Wis13, Cha2
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 2
Treasure: Standard
Alignment: Shadow
Advancement: 6-10HD (Medium)
Darknuts are heavily armoured knights. They are capable of dealing a great deal of damage both armed and
unarmed. Red Darknuts are slightly more durable than regular Darknuts.
Darknut, Mighty
Medium Humanoid
Hit Dice: 5d10+3 (30 hp)
Initiative: +0
Speed: 20 ft. (can’t run)
AC: 19 (+7 masterwork half-plate, +2 masterwork heavy steel shield), touch 10, flat-footed 18
Attacks: Darknut Sword +6 melee; Rapier +6 melee; unarmed strike +6 melee
Damage: Darknut Sword 2d6+4; Rapier 1d6+4; unarmed strike 1d4+4
Special Qualities: Improved Unarmed Strike
Saves: Fort+1, Ref+1, Will+2
Abilities: Str17, Dex11, Con---, Int6, Wis13, Cha2
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: Standard
Alignment: Shadow
Advancement: 6-10HD (Medium)
Mighty Darknuts are the captains of the Darknut ranks. They are more heavily armoured than regular Darknuts
and have more health.
Death Sword
Huge Undead
Hit Dice: 12d8+25 (73 hp)
Initiative: -1 (Dex)
Speed: 40 ft.
AC: 18 (-2 size, -1 Dex, +8 natural)
Attacks: Huge greatsword +10 melee
Damage: Huge greatsword 2d8
Special Attacks: ---
Special Qualities: Invisibility
Saves: Fort+12, Ref+3, Will+4
Abilities: Str25, Dex8, Con19, Int6, Wis10, Cha17
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 6
Treasure: Double Standard
Alignment: Shadow
Advancement: ---
Death Sword is an ancient demon that once terrorized the Gerudo
Desert. Adventurers who encounter Death Sword at first see nothing
but a large, squared-off sword stuck in the ground. The writing on the sword reads ―Gobera‖. A Knowledge:
History check reveals that this is an ancient word meaning ―death‖.
Death Sword’s body is invisible to the naked eye. Players attempting to deduce where its body is in relation to
its sword take a -5 penalty to attack.
Death Sword’s sword has an AC of 15 and a DC of 25 to break it.
Deku Baba Medium Plant
Hit Dice: 1d8+2
Initiative: -5
Speed: 0ft
AC: 13 (+3 natural)
Attacks: Bite +4 melee
Damage: 1d3
Face/Reach: 5ft/5ft (0ft)
Special Attacks: —
Special Qualities: Low-light vision.
Saves: Fort +1 Ref– Will-4
Abilities: Str10 Dex– Con13 Int1 Wis2 Cha1
Skills: Listen, Spot
Feats: Sneak Attack, Weapon Finesse (bite)
Climate/Terrain: Temperate, Warm, Forest, Hill, Marsh, Plains
Organization: Solitary or Patch
Challenge Rating: 1
Treasure: Deku Nut, Deku Seeds, Deku Sticks
Alignment: Courage
Advancement: 3HD (Medium-size)
Deku Babas are a species of aggressive carnivorous plant. It hides in the ground in a clump of leaves until an
unwary traveler approaches, when it springs out to bite. A weak or sick Deku Baba will merely try to protect
itself by spinning. The Deku Baba generally recoils after one hit, making it easy to kill. It cannot move from
where it is planted; however, if its prey moves far enough away, it will pull itself back into the ground.
Deku Baba, Bio Medium Plant
Hit Dice: 1d8+2
Initiative: -5
Speed: 0ft or 30ft
AC: 13 (+3 natural)
Attacks: Bite +4 melee
Damage: 1d3
Face/Reach: 5ft/5ft (0ft)
Special Attacks: —
Special Qualities: Low-light vision.
Saves: Fort +1 Ref– Will-4
Abilities: Str10 Dex– Con13 Int1 Wis2 Cha1
Skills: Listen, Spot
Feats: Weapon Finesse (bite)
Climate/Terrain: Aquatic, Marsh
Organization: Solitary or Patch
Challenge Rating: 1
Treasure: Deku Nut, Deku Seeds, Deku Sticks
Alignment: Courage
Advancement: 3HD (Medium-size)
Unlike the land-dwelling species of Deku Baba, Bio Deku Baba do not hide in the ground when no enemies are
present. They sprout in wet environments, but remain stationary until half their hit points are taken, which
severs the plant from its anchor. They can move by crawling but cannot climb or swim.
Deku Baba, Big Large Plant
Hit Dice: 4d8+2
Initiative: -5
Speed: 0ft
AC: 15 (+6 natural)
Attacks: Bite +4 melee
Damage: 1d3
Face/Reach: 5ft/5ft (0ft)
Special Attacks: —
Special Qualities: Low-light vision.
Saves: Fort +3 Ref– Will-4
Abilities: Str18 Dex– Con17 Int1 Wis2 Cha1
Skills: Listen, Spot
Feats: Sneak Attack, Weapon Finesse (bite)
Climate/Terrain: Temperate, Warm, Forest, Hill, Marsh, Plains
Organization: Solitary or Patch
Challenge Rating: 1
Treasure: Deku Nut, Deku Seeds, Deku Sticks
Alignment: Courage
Advancement: —
A much larger version of the Deku Baba, Big Deku Babas are more aggressive but just as easy to kill.
Deku Baba, Twilit Medium Twilit Plant
Hit Dice: 1d8+2
Initiative: -5
Speed: 0ft
AC: 13 (+3 natural)
Attacks: Bite +4 melee
Damage: 1d3
Face/Reach: 5ft/5ft (0ft)
Special Attacks: —
Special Qualities: Low-light vision.
Saves: Fort +1 Ref– Will-4
Abilities: Str10 Dex– Con13 Int1 Wis2 Cha1
Skills: Listen, Spot
Feats: Sneak Attack, Weapon Finesse (bite)
Climate/Terrain: Twilight
Organization: Solitary or Patch
Challenge Rating: 1
Treasure: None
Alignment: Shadow
Advancement: 3HD (Medium-size)
Twilit Deku Babas are almost exactly the same as their Light Realm counterparts. They have torn lips and do
not drop any treasure.
False Door Medium Construct
Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: ---
AC: 14 (+4 natural)
Attacks: Slam +2 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+0, Ref+0, Will-5
Abilities: Str12, Dex10, Con—, Int—, Wis1, Cha1
Skills: —
Feats: —
Climate/Terrain: Indoors
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Shadow
Advancement: —
Specifically created as traps, false doors are not really alive. There is nothing but wall behind them; they
disguise themselves as normal doors, then fall on whoever wanders within range.
Flare Dancer Medium Outsider (Fire)
Hit Dice: 7d8+25 (56 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 21 (+1 Dex, +10 natural), 11 when extinguished.
Attacks: 2 claws +4 melee
Damage: Claw 1d4+2 fire
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fire trail
Special Qualities: Fire subtype, fast healing 2, damage reduction 3/+1
Saves: Fort+3, Ref+4, Will+3
Abilities: Str10, Dex13, Con10, Int12, Wis11, Cha15
Skills: Listen +6, Move Silently +7, Spot +6
Feats: Improved Initiative
Climate/Terrain: Volcano
Organization: Solitary
Challenge Rating: 4
Treasure: Double Standard
Alignment: Power
Advancement: ---
Flare Dancers appear as women on fire. When they move, they leave a trail of fire behind them for 10 feet that
lasts for 1 round. If a player touches this fire, it causes 1d3 fire damage. They receive double damage from
water or cold attacks, but can heal 1d6 hp per round if touching a flame at least the size of a torch. (This is a full
action.)
Flare Dancers’ fire armor is tough to penetrate. The best tactic for killing one is to douse it with water or cast a
water or ice spell on it. Normal water will extinguish the armor for 2 rounds; water or ice spells will extinguish
the armor for 4 rounds. With its armor put out, the Flare Dancer is vulnerable to any normal weapon.
Floormaster Medium Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 20 ft.
AC: 15 (+5 natural)
Attacks: Slam, constrict
Damage: Slam 1d6, constrict 1d3+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: ---
Special Qualities: Split/regenerate
Saves: Fort+2, Ref+1, Will+4
Abilities: Str16, Dex10, Con13, Int4, Wis13, Cha7
Skills: Hide +7, Move Silently +4
Feats: Improved Initiative
Climate/Terrain: Underground, forest, or indoors
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Shadow
Advancement: ---
A giant hand severed at the wrist, a floormaster walks on its fingers toward its target, then glows green and
charges. If given the opportunity, it will latch onto its opponent and squeeze it to death.
When half a floormaster’s health is gone, it splits into three small hands, each with 1/3 of the creature’s
remaining health and +1 to AC. After three rounds, these hands will each grow into a full-fledged floormaster (1
full action) with full health.
Freezard Large Aberration
Hit Dice: 3d10+10 (26 hp)
Initiative: -5 (Dex)
Speed: 0 ft.
AC: 5 (-1 size, -5 Dex, +6 natural)
Attacks: Breath weapon
Damage: 1d8 cold damage
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Cold, breath weapon
Special Qualities: Cold subtype
Saves: Fort+1, Ref-4, Will-4
Abilities: Str12, Dex1, Con11, Int---, Wis1, Cha1
Skills: Listen +5, Spot +4
Feats: ---
Climate/Terrain: Arctic
Organization: Solitary or pair
Challenge Rating: 4
Treasure: Standard
Alignment: Wisdom
Advancement: ---
Freezards are stationary beasts that look much like dragon heads. They breathe a cone of cold air that freezes
their opponents solid.
Cold: Freezards’ bodies generate intense cold, dealing 1d8 points of damage when touched. Character is unable
to move for 1 round. Creatures attacking a Freezard unarmed or with natural weapons take cold damage each
time their attacks hit.
Double damage from fire except on a successful save.
Gohma Huge Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +2 (Dex)
Speed: 30ft.; climb 15 ft.
AC: 16 (-2 size, +2 Dex, +6 natural)
Attacks: Bite +0 melee
Damage: Bite 1d4+1
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Web, Improved Grab
Special Qualities: —
Saves: Fort+5, Ref+4, Will+8
Abilities: Str15, Dex15, Con16, Int15, Wis16, Cha16
Skills: Climb+14, Concentration+10, Hide+8, Move Silently+7, Spot+9
Feats: —
Climate/Terrain: Forest or underground
Organization: Solitary
Challenge Rating: 4
Treasure: Double standard
Alignment: Shadow
Advancement: —
This gigantic arachnid has plagued Hyrule for centuries. Heavily armoured with large claws, her large eye is her
weakest point. Her ability to spawn baby gohma that quickly hatch and attack during the battle can make her
deadly.
Each turn, 25% chance that she will spawn 1d6 Gohma Larvae as a free action.
Gohma Larva Small Aberration
Hit Dice: 1d8 (4 hp)
Initiative: +3 (Dex)
Speed: 30ft., climb 20ft.
AC: 14 (+1 size, +3 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d4
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+2, Ref+3, Will+0
Abilities: Str7, Dex17, Con10, Int—, Wis10, Cha2
Skills: Climb+10, Hide+14, Jump-2, Spot+7
Feats: Weapon Finesse (bite)
Climate/Terrain: Forest or underground
Organization: Colony (2-5)
Challenge Rating: ½
Treasure: None
Alignment: Shadow
Advancement: —
These small spiders are only found with or around Gohma. While not much of a threat, they are certainly a
nuisance as they get in the way of adventurers who are trying to slay the queen.
Guay Tiny Animal
Hit Dice: ¼d8 (1hp)
Initiative: +2 (Dex)
Speed: 10ft., fly 40ft. (average)
AC: 14 (+2 size, +2 Dex)
Attacks: Claws +4 melee
Damage: Claws 1d2-5
Face/Reach: 2½ft./2½ft./0ft
Special Qualities: —
Saves: Fort+2, Ref+4, Will+2
Abilities: Str1, Dex15, Con10, Int2, Wis14, Cha6
Skills: Listen+6, Spot+6
Feats: Weapon Finesse (claws)
Climate/Terrain: Desert, hill, mountains, plains
Organization: Solitary
Challenge rating: 1/6
Treasure: Rupees
Alignment: Power
Advancement: —
A small, pterodactyl-like bird, Guays are most often found in places with lots of space. They are attracted to
shiny objects, and killing one will usually yield a few rupees.
Iron Knuckle
Medium Humanoid
Hit Dice: 6d10 (32 hp)
Initiative: -1 (Dex)
Speed: 20 ft. (can’t run)
AC: 18 (+6 masterwork banded mail, +2 masterwork heavy steel
shield), touch 10, flat-footed 18
Attacks: Greataxe +9 melee, unarmed strike +9 melee
Damage: Greataxe 1d12+6; unarmed strike 1d4+6
Special Qualities: Improved Unarmed Strike
Saves: Fort+1, Ref-1, Will+2
Abilities: Str23, Dex8, Con---, Int6, Wis13, Cha2
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 4
Treasure: Standard
Alignment: Shadow
Advancement: 6-10HD (Medium)
Iron Knuckles are heavily armoured knights, more powerful than
Darknuts but less agile. They are capable of dealing a great deal of damage both armed and unarmed.
Kalle Demos Huge Plant
Hit Dice: 6d8+14 (51 hp)
Initiative: +0
Speed: 10 ft.
AC: 16 (-2 size, +8 natural)
Attacks: Slam +2 melee, Electric Shock
Damage: Slam 2d4, Electric Shock 1d6
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Improved Grab
Special Qualities: Plant Traits.
Saves: Fort+5, Ref+4, Will+8
Abilities: Str15, Dex15, Con16, Int15, Wis16, Cha16
Skills: —
Feats: —
Climate/Terrain: Forest or underground
Organization: Solitary
Challenge Rating: 4
Treasure: Double standard
Alignment: Shadow
Advancement: —
This gigantic flower is usually found in wooded areas, but its electrical qualities give it resemblance to many of
Hyrule’s aquatic monsters. It is not very intelligent, but it is persistent; its favored method of attack is to grapple
its enemy immediately, then shock it to death.
Kargarok Large Beast
Hit Dice: 2d10+6 (19 hp)
Initiative: +2 (Dex)
Speed: 50 ft., fly 100 ft.
AC: 15 (-1 size, +2 Dex, +4 natural)
Attacks: 2 claws +5 melee, bite +0 melee
Damage: Claw 1d4, Bite 1d6
Face/Reach: 5ft./10ft./5ft.
Saves: Fort. +6, Ref.+5, Will+2
Abilities: Str.11, Dex15, Con16, Int4, Wis13, Cha8
Skills: Listen +4, Spot +3
Climate/Terrain: Mountains and plains
Organization: Solitary, pair, or rarely flight (7-12)
Challenge rating: 1
Treasure: None
Alignment: Power
Advancement: 4-6HD (Large), 7-9HD (Huge)
Kargaroks are large birds that fly around Hyrule Field. Normally solitary, they occasionally appear in groups.
They swoop down from the sky to attack with beak and claws.
Kargarok, Twilit Large Twilit Beast
Hit Dice: 2d10+6 (19 hp)
Initiative: +2 (Dex)
Speed: 50 ft., fly 100 ft.
AC: 15 (-1 size, +2 Dex, +4 natural)
Attacks: 2 claws +5 melee
Damage: Claw 1d6
Face/Reach: 5ft./10ft./5ft.
Saves: Fort. +6, Ref.+5, Will+2
Abilities: Str.11, Dex15, Con16, Int4, Wis13, Cha8
Skills: Listen +4, Spot +3
Climate/Terrain: Twilight
Organization: Solitary, pair, or rarely flight (7-12)
Challenge rating: 1
Treasure: None
Alignment: Shadow
Advancement: 4-6HD (Large), 7-9HD (Huge)
The Twilight companion of the Kargarok, Twilit Kargaroks differ mainly in appearance. The most important
difference is that Twilit Kargaroks can only attack with their claws, as they have no heads and therefore no
beaks. Their claws, however, are more powerful than their Light Realm cousins.
Keese
Small Vermin
Hit Dice: 1d4 (2 hp)
Initiative: +2 (Dex)
Speed: 5ft.; fly 40ft.
AC: 16 (+1 size, +2 Dex)
Attacks: Bite
Damage: Bite 1d6
Face/Reach: 1ft. by 1ft./0ft.
Special Attacks: ---
Special Qualities: Blindsight
Saves: Fort+2, Ref+4, Will+2
Abilities: Str5, Dex15, Con10, Int2, Wis14, Cha4
Skills: Listen+9, Move Silently+6, Spot+9
Climate/Terrain: Temperate and warm desert, forest, hills, plains, and underground
Organization: Solitary, Pair, or Colony (10-40)
Challenge Rating: 1/6
Treasure: None
Alignment: Power
Advancement: ---
Keese are small creatures that greatly resemble bats. They are found almost everywhere in Hyrule and Termina.
They cling to walls or ceilings and flutter down when aroused by unwary adventurers. They are easily defeated
with any weapon.
Keese, Fire
Small Vermin
Hit Dice: 1d4 (2 hp)
Initiative: +2 (Dex)
Speed: 5ft.; fly 40ft.
AC: 16 (+1 size, +2 Dex)
Attacks: Bite
Damage: Bite 1d6
Face/Reach: 1ft. by 1ft./0ft.
Special Attacks: Set aflame
Special Qualities: Blindsight
Saves: Fort+2, Ref+4, Will+2
Abilities: Str5, Dex15, Con10, Int2, Wis14, Cha4
Skills: Listen+9, Move Silently+6, Spot+9
Climate/Terrain: Volcanoes and underground
Organization: Solitary, Pair, or Colony (10-40)
Challenge Rating: 1/6
Treasure: None
Alignment: Power
Advancement: ---
Fire Keese are normal keese that have flown through torches or been set magically aflame. A character struck
by a Fire Keese will be set on fire. Any strike will extinguish a Fire Keese’s flames for 1d8 rounds.
Keese, Ice
Small Vermin
Hit Dice: 1d4 (2 hp)
Initiative: +2 (Dex)
Speed: 5ft.; fly 40ft.
AC: 16 (+1 size, +2 Dex)
Attacks: Bite
Damage: Bite 1d6
Face/Reach: 1ft. by 1ft./0ft.
Special Attacks: Freeze
Special Qualities: Blindsight
Saves: Fort+2, Ref+4, Will+2
Abilities: Str5, Dex15, Con10, Int2, Wis14, Cha4
Skills: Listen+9, Move Silently+6, Spot+9
Climate/Terrain: Mountains and underground
Organization: Solitary, Pair, or Colony (10-40)
Challenge Rating: 1/6
Treasure: None
Alignment: Wisdom
Advancement: ---
Ice Keese are normal keese that have been enchanted to freeze any enemies they strike. Anyone touched by an
Ice Keese will freeze solid for one round, unable to move, and will take 1d4 damage. Any strike will extinguish
a Fire Keese’s blue flames for 1d8 rounds, during which time they cannot freeze anything.
Keese, Twilit
Small Twilit Vermin
Hit Dice: 1d4 (2 hp)
Initiative: +2 (Dex)
Speed: 5ft.; fly 40ft.
AC: 16 (+1 size, +2 Dex)
Attacks: Claw
Damage: Claw 1d6
Face/Reach: 1ft. by 1ft./0ft.
Special Attacks: ---
Special Qualities: Blindsight
Saves: Fort+2, Ref+4, Will+2
Abilities: Str5, Dex15, Con10, Int2, Wis14, Cha4
Skills: Listen+9, Move Silently+6, Spot+9
Climate/Terrain: Temperate and warm desert, forest, hills, plains, and underground
Organization: Solitary, Pair, or Colony (10-40)
Challenge Rating: 1/6
Treasure: None
Alignment: Shadow
Advancement: ---
The Twilight Realm version of Keese, Twilit Keese behave exactly the same as their Light Realm counterparts.
As they have no heads, and therefore no teeth, they attack with their claws.
Leever Medium Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: -1 (Dex)
Speed: 20ft.
AC: 13 (-1 Dex, +4 natural)
Attacks: Slam +3 melee
Damage: Slam 1d6+2
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort+6, Ref-1, Will+0
Abilities: Str14, Dex8, Con16, Int2, Wis11, Cha9
Skills: Listen +5
Climate/Terrain: Desert or underground
Organization: Patch (4-8)
Challenge Rating: 2
Treasure: Standard
Alignment: Courage
Advancement: 3-6hd (medium)
A Leever is a strange, round plant usually found in deserts. It burrows into the ground until someone encroaches
on its territory; then the entire patch pops out, spinning toward the enemy. A Leever’s only attack is to bump
into its foe.
Leever, Blue Medium Plant
Hit Dice: 3d8+10 (21 hp)
Initiative: -1 (Dex)
Speed: 20ft.
AC: 13 (-1 Dex, +4 natural)
Attacks: Slam +3 melee
Damage: Slam 1d6+2
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort+6, Ref-1, Will+0
Abilities: Str14, Dex8, Con16, Int2, Wis11, Cha9
Skills: Listen +5
Climate/Terrain: Desert or underground
Organization: Patch (4-8)
Challenge Rating: 2
Treasure: Standard
Alignment: Courage
Advancement: 3-6hd (medium)
The Blue Leever is slightly more durable than its red counterpart.
Leever, Orange Medium Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: -1 (Dex)
Speed: 40ft.
AC: 13 (-1 Dex, +4 natural)
Attacks: Slam +3 melee
Damage: Slam 1d6+2
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort+6, Ref-1, Will+0
Abilities: Str14, Dex8, Con16, Int2, Wis11, Cha9
Skills: Listen +5
Climate/Terrain: Desert or underground
Organization: Patch (4-8)
Challenge Rating: 2
Treasure: Standard
Alignment: Courage
Advancement: 3-6hd (medium)
The Orange Leever attacks in the same way as its counterparts, but it is much faster and pursues its enemies
with vigor rather than stopping at the edge of its territory.
Leever, Purple Medium Plant
Hit Dice: 3d8+14 (23 hp)
Initiative: -1 (Dex)
Speed: 20ft.
AC: 13 (-1 Dex, +4 natural)
Attacks: Slam +3 melee
Damage: Slam 1d6+2
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort+6, Ref-1, Will+0
Abilities: Str14, Dex8, Con16, Int2, Wis11, Cha9
Skills: Listen +5
Climate/Terrain: Desert or underground
Organization: Patch (4-8)
Challenge Rating: 2
Treasure: Standard
Alignment: Courage
Advancement: 3-6hd (medium)
The Purple Leever is the most durable of the Leevers.
Leever, Red Medium Plant
Hit Dice: 2d8+10 (17 hp)
Initiative: -1 (Dex)
Speed: 20ft.
AC: 13 (-1 Dex, +4 natural)
Attacks: Slam +3 melee
Damage: Slam 1d6+2
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort+6, Ref-1, Will+0
Abilities: Str14, Dex8, Con16, Int2, Wis11, Cha9
Skills: Listen +5
Climate/Terrain: Desert or underground
Organization: Patch (4-8)
Challenge Rating: 2
Treasure: Standard
Alignment: Courage
Advancement: 3-6hd (medium)
The Red Leever is slightly more durable than its green and orange counterparts.
Lizalfos Medium Humanoid
Hit Dice: 4d4+8 (26hp)
Initiative: +0 (Dex)
Speed: 30ft
AC: 15 (+5 breastplate)
Attacks: 2 claws +2 melee, bite +0 melee, short sword +1
Damage: Claw 1d4+1, bite 1d4, short sword 1d6
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: —
Saves: Fort+1, Ref+3, Will+0
Abilities: Str13, Dex10, Con13, Int9, Wis10, Cha10
Skills: Balance +4, Jump +7
Feats: ---
Climate/Terrain: Any land
Organization: Always pairs
Challenge Rating: 1
Treasure: Standard
Alignment: Shadow
Advancement: ---
Lizalfos are human-sized lizards with armor and swords. They always attack in pairs but are usually easy to
defeat.
Lizalfos, Blue Medium Humanoid
Hit Dice: 4d4+8 (26hp)
Initiative: +0 (Dex)
Speed: 30ft
AC: 15 (+5 breastplate)
Attacks: 2 claws +2 melee, bite +0 melee, light mace +1
Damage: Claw 1d4+1, bite 1d4, light mace 1d6
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: —
Saves: Fort+1, Ref+3, Will+0
Abilities: Str13, Dex10, Con13, Int9, Wis10, Cha10
Skills: Balance +4, Jump +7
Feats: Improvised Weapon
Climate/Terrain: Any land
Organization: Always pairs
Challenge Rating: 1
Treasure: Standard
Alignment: Shadow
Advancement: ---
The only difference between Blue Lizalfos and their Red cousins is that Blue Lizalfos often hurl their maces as
a ranged attack.
Lizalfos, Orange Medium Humanoid
Hit Dice: 4d4+8 (26hp)
Initiative: +0 (Dex)
Speed: 30ft
AC: 15 (+5 breastplate)
Attacks: 2 claws +2 melee, bite +0 melee, lance +1
Damage: Claw 1d4+1, bite 1d4, lance 1d8
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: —
Saves: Fort+1, Ref+3, Will+0
Abilities: Str13, Dex10, Con13, Int9, Wis10, Cha10
Skills: Balance +4, Jump +7
Feats: ---
Climate/Terrain: Any land
Organization: Always pairs
Challenge Rating: 1
Treasure: Standard
Alignment: Shadow
Advancement: ---
The only difference between Orange Lizalfos and their green cousins is that Orange Lizalfos are armed with
lances rather than swords.
Lizalfos, Red Medium Humanoid
Hit Dice: 4d4+8 (26hp)
Initiative: +0 (Dex)
Speed: 30ft
AC: 15 (+5 breastplate)
Attacks: 2 claws +2 melee, bite +0 melee, light mace +1
Damage: Claw 1d4+1, bite 1d4, light mace 1d6
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: —
Saves: Fort+1, Ref+3, Will+0
Abilities: Str13, Dex10, Con13, Int9, Wis10, Cha10
Skills: Balance +4, Jump +7
Feats: ---
Climate/Terrain: Any land
Organization: Always pairs
Challenge Rating: 1
Treasure: Standard
Alignment: Shadow
Advancement: ---
The only difference between Red Lizalfos and their green cousins is that Red Lizalfos are armed with maces
rather than swords.
Lynel Large Monstrous Humanoid
Hit Dice: 4d4+8 (26hp)
Initiative: +2 (Dex)
Speed: 50ft
AC: 15 (-1 size, +2 Dex, +2 natural, +2 large shield)
Attacks: Great sword (2d6+7 melee), hoof 1d6+2
Face/Reach: 5ft./10ft./5ft.
Special Qualities: —
Saves: Fort+3, Ref+6, Will+5
Abilities: Str18, Dex14, Con15, Int8, Wis13, Cha11
Skills: Hide+2, Listen+4, Move Silently+4, Spot+4
Feats: Weapon Focus (hoof)
Climate/Terrain: Plains, Death Mountain
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Shadow
Advancement: By character class
The Lynel are a centaur-like race. Their tough hide and armour makes them hard to kill.
Lynel, Blue Large Monstrous Humanoid
Hit Dice: 4d4+8 (26hp)
Initiative: +2 (Dex)
Speed: 50ft
AC: 15 (-1 size, +2 Dex, +2 natural, +2 large shield)
Attacks: Great sword (2d6+7 melee), hoof 1d6+2, Beam (always 8 damage)
Face/Reach: 5ft./10ft./5ft.
Special Qualities: —
Saves: Fort+3, Ref+6, Will+5
Abilities: Str18, Dex14, Con15, Int8, Wis13, Cha11
Skills: Hide+2, Listen+4, Move Silently+4, Spot+4
Feats: Weapon Focus (hoof)
Climate/Terrain: Plains, Death Mountain
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Shadow
Advancement: By character class
The Lynel are a centaur-like race. Their tough hide and armour makes them hard to kill. Blue Lynels are the
toughest of their kind, capable of firing beams from their swords that always do two hearts of damage.
Lynel, Red Large Monstrous Humanoid
Hit Dice: 4d4+8 (26hp)
Initiative: +2 (Dex)
Speed: 50ft
AC: 15 (-1 size, +2 Dex, +2 natural, +2 large shield)
Attacks: Great sword (2d6+7 melee), hoof 1d6+2, Beam (always 4 damage)
Face/Reach: 5ft./10ft./5ft.
Special Qualities: —
Saves: Fort+3, Ref+6, Will+5
Abilities: Str18, Dex14, Con15, Int8, Wis13, Cha11
Skills: Hide+2, Listen+4, Move Silently+4, Spot+4
Feats: Weapon Focus (hoof)
Climate/Terrain: Plains, Death Mountain
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Shadow
Advancement: By character class
The Lynel are a centaur-like race. Their tough hide and armour makes them hard to kill. Red Lynels are the
second-toughest of their kind, capable of firing beams from their swords that always do one heart of damage.
Magtail Medium Aberration
Hit Dice: 2d10 (11 hp)
Initiative: +2 (Dex)
Speed: 20 ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: Bite +2 melee
Damage: Bite 1d6+1 point fire damage
Face/Reach: 5ft. by 5ft./5 ft.
Special Attacks: Heat
Special Qualities: Fire subtype
Saves: Fort+3, Ref+5, Will+1
Abilities: Str11, Dex14, Con11, Int6, Wis12, Cha13
Skills: Hide+4, Listen+4
Feats:
Climate/Terrain: Volcano
Organization: Solitary or gang (2-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Shadow
Advancement: 3-4HD (Medium-size), 5-8HD (Large)
Magtails are centipede-like creatures that live in volcanoes and other fiery places. When it attacks, it rears up on
its hind quarters, snapping at enemies with its large, sharp mandibles.
Moblin Medium Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (half-plate); base 30 ft.
AC: 17 (+7 half-plate)
Attacks: Longspear
Damage: Longspear 1d6+2
Face/Reach: 5ft. by 5ft./5 ft.
Special Qualities: —
Saves: Fort+2, Ref+0, Will-1
Abilities: Str15, Dex10, Con11, Int9, Wis8, Cha8
Skills: Listen+2, Spot+2
Feats: Alertness
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: ½
Treasure: Standard
Alignment: Shadow
Advancement: —
Moblins are sometimes bulldoglike, sometimes piglike, humanoid monsters that commonly make up the brunt
of evil armies. Not terribly intelligent nor tough, Moblins will make a charge attack whenever they get the
chance. They may prove annoying to adventurers as they show up again and again.
Moblin, Blue Medium Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft. (half-plate); base 30 ft.
AC: 17 (+7 half-plate)
Attacks: Longspear
Damage: Longspear 1d6+2
Face/Reach: 5ft. by 5ft./5 ft.
Special Qualities: —
Saves: Fort+2, Ref+0, Will-1
Abilities: Str15, Dex10, Con11, Int9, Wis8, Cha8
Skills: Listen+2, Spot+2
Feats: Alertness
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: ½
Treasure: Standard
Alignment: Shadow
Advancement: —
Blue Moblins are slightly tougher than normal Moblins.
Moblin, Great Medium Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (half-plate); base 30 ft.
AC: 17 (+7 half-plate)
Attacks: Greatclub
Damage: Greatclub 1d8+2
Face/Reach: 5ft. by 5ft./5 ft.
Special Qualities: —
Saves: Fort+2, Ref+0, Will-1
Abilities: Str15, Dex10, Con11, Int9, Wis8, Cha8
Skills: Listen+2, Spot+2
Feats: Alertness
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: ½
Treasure: Standard
Alignment: Shadow
Advancement: —
Great Moblins are very similar to Moblins, differing only in that Great Moblins wield Greatclubs and are thus
capable of doing more damage. Great Moblins tend to hold their ground rather than charging. A character hit by
a Great Moblin’s club must make a Fortitude save, DC 18, to avoid being thrown back 1d3×10 feet and taking
1d4 damage upon landing.
Moblin, Red Medium Humanoid
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 20 ft. (half-plate); base 30 ft.
AC: 17 (+7 half-plate)
Attacks: Longspear
Damage: Longspear 1d6+2
Face/Reach: 5ft. by 5ft./5 ft.
Special Qualities: —
Saves: Fort+2, Ref+0, Will-1
Abilities: Str15, Dex10, Con11, Int9, Wis8, Cha8
Skills: Listen+2, Spot+2
Feats: Alertness
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: ½
Treasure: Standard
Alignment: Shadow
Advancement: —
Red Moblins are slightly tougher than their blue and normal-coloured counterparts.
Moby Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (Dex)
Speed: 10ft., fly 80 ft.
AC: 14 (+1 size, +2 Dex, +1 natural)
Attacks: 2 claws +3 melee, bite -2 melee
Damage: Claw 1d3 XP, bite 1d4 XP
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: —
Saves: Fort +3, Ref +4, Will +2
Abilities: Str10, Dex15, Con12, Int2, Wis14, Cha6
Skills: Listen+6, Spot+6
Feats: Weapon Finesse (claw, bite)
Climate/Terrain: Swamp
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Power
Advancement: 2-3HD (Medium size)
The Moby is a small, orange bird found in and around swamps. It dives from the sky to fly at its enemies. The
Moby is somewhat magical in that it does damage in experience points, not in health.
Octorok, Big Large Beast
Hit Dice: 4d8+6 (22 hp)
Initiative: +2 (Dex)
Speed: 20 ft., swim 30 ft.
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: 8 tentacle rakes +4 melee, bite +5 melee
Damage: Tentacle rake 1d4+2, bite 1d8+2
Face/Reach: 5ft./5ft./10ft.
Saves: Fort. +7, Ref.+8, Will+3
Abilities: Str.20, Dex15, Con13, Int2, Wis12, Cha3
Skills: Listen +4, Spot +4
Climate/Terrain: Any aquatic
Organization: Solitary, or pair
Challenge rating: 3
Treasure: Standard
Alignment: Power
Advancement: 9-12HD (Large), 13-24HD (Huge)
Big Octoroks are nearly identical to their normal-sized counterparts in appearance. Instead of spitting rocks,
they attempt to bite their enemies.
Peahat Large Plant
Hit Dice: 3d10+9 (25 hp)
Initiative: +0
Speed: 10ft.
AC: 18 (-1 size, +9 natural), 25 against ranged
weapons
Attacks: Blades +6 melee
Damage: Blades 2d6+7
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: ---
Special Qualities: Plant
Saves: Fort+6, Ref+3, Will+2
Abilities: Str21, Dex10, Con17, Int1, Wis13, Cha6
Skills: Listen +4
Climate/Terrain: Field
Organization: Solitary or cluster (2-4)
Challenge Rating: 3
Treasure: Standard
Alignment: Courage
Advancement: 4HD (large), 5-9HD (huge)
The Peahat is a strange, pineapple-shaped plant. It remains stationary in the ground until it hears an enemy
nearby, when it rises up into the air. It spins razor-sharp leaves in a circle to protect itself.
Ranged weapons merely bounce off its tough bark; adventurers wishing to kill a Peahat must target its exposed
root ball when it rises out of the ground. The Peahat does not actively attack, but players wishing to strike at its
roots within melee range must make a 15 Reflex save to duck around its whirling blades.
Rat Tiny Animal
Hit Dice: ¼d8 (1hp)
Initiative: +2 (Dex)
Speed: 15ft., climb 15ft.
AC: 14 (+2 size, +2 Dex)
Attacks: Bite +4 melee
Damage: 1d3-4
Face/Reach: 2½ft./2½ft./0ft
Special Qualities: Scent
Saves: Fort.+2, Ref.+4, Will+1
Abilities: Str2, Dex15, Con10, Int2, Wis12, Cha2
Skills: Balance+10, Climb+12, Hide+18, Move
Silently+10
Feats: Weapon Finesse (bite)
Climate/Terrain: Any land and underground
Organization: Swarm (10-100)
Challenge Rating: 1/8
Treasure: None
Alignment: Power
Advancement: —
A rat is an omnivorous rodent that can live almost anywhere. They can often be found feeding on skulls.
Raven Tiny Animal
Hit Dice: ¼d8 (1hp)
Initiative: +2 (Dex)
Speed: 10ft., fly 40ft. (average)
AC: 14 (+2 size, +2 Dex)
Attacks: Claws +4 melee
Damage: Claws 1d2-5
Face/Reach: 2½ft./2½ft./0ft
Special Qualities: —
Saves: Fort+2, Ref+4, Will+2
Abilities: Str1, Dex15, Con10, Int2, Wis14, Cha6
Skills: Listen+6, Spot+6
Feats: Weapon Finesse (claws)
Climate/Terrain: Any forest, hill, plains, and mountains
Organization: Solitary
Challenge rating: 1/6
Treasure: None
Alignment: Power
Advancement: —
A raven is a glossy black bird found in many areas. Solitary hunters, they combine both claws into a single
attack.
ReDead Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: Longsword +4 melee; Bite +4 melee; 2 claws +1 melee
Damage: Longsword 1d8+1; Bite 1d8+1, Claw 1d4+1
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Paralyzing scream
Special Qualities: Undead, +2 turn resistance
Saves: Fort +1, Ref +0, Will +6
Abilities: Str13, Dex10, Con–, Int13, Wis14, Cha16
Skills: Hide+8, Intuit Direction+3, Listen+8, Move Silently+7, Search+6,
Spot+8
Feats: Weapon Finesse (bite)
Climate/Terrain: Swamps and underground
Organization: Solitary, Gang (2-4)
Challenge Rating: 3
Alignment: Shadow
Advancement: —
The ReDead are fearsome zombie-like monsters. They use their screams to paralyze their enemies before
smashing them with their swords or latching on to consume an adventurer’s still-living flesh.
Those within audible range of a ReDead must succeed at a 15DC Fortitude save or be paralyzed for 1d4 rounds.
Shabom Medium Aberration
Hit Dice: 1/2d8 (2 hp)
Initiative: +2 (Dex)
Speed: 10 ft.
AC: 10
Attacks: Burst +4 melee
Damage: 1d4-2
Face/Reach: 2½ by 2½ /0 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+2, Ref+0, Will+1
Abilities: Str3, Dex10, Con10, Int2, Wis12, Cha7
Skills: Move Silently+9
Feats: —
Climate/Terrain: Aquatic
Organization: Group
Challenge rating: ¼
Treasure: None
Alignment: Power
Advancement: —
The Shabom is a bizarre enemy, consisting only of an iridescent bubble that floats along in the air. It can be
popped with any weapon. The Shabom’s only method of attack is to drift straight into its enemy, causing it to
burst in the process. Shabom are benign creatures that never actually pursue adventurers; they only damage
those who accidentally run into them.
Shadow Hag Medium Undead
Hit Dice: 8d8+8 (44 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 18 (+1 Dex, +7 natural)
Attacks: Bite +12 melee
Damage: Bite 2d6+6
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Moth (1d6 shadow damage)
Special Qualities: Shadow form
Saves: Fort+9, Ref+9, Will+10
Abilities: Str19, Dex12, Con12, Int15, Wis15, Cha12
Skills: Concentration +12, Intimidate +11, Listen+14, Spot+14
Feats: Alertness
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: Double standard
Alignment: Shadow
Advancement: —
The Shadow Hag is a powerful witch who hunts in dark regions. She looks like a human woman in a cowled
robe; her eyes can be seen glowing from beneath the hood.
Looking directly at a Shadow Hag will cause her to split herself into four shadows, each with ¼ of the
creature’s hit points. These shadows can only attack by releasing moths, but they can only be damaged by
magic. These shadows will attempt to rejoin as soon as possible. When solid, the Shadow Hag attacks by biting
her enemies.
Shadow Vermin Tiny Twilit Animal
Hit Dice: ¼d8 (1hp)
Initiative: +2 (Dex)
Speed: 15ft., climb 15ft.
AC: 14 (+2 size, +2 Dex)
Attacks: Tentacle strike +4 melee
Damage: 1d3-4
Face/Reach: 2½ft./2½ft./0ft
Special Qualities: Scent
Saves: Fort.+2, Ref.+4, Will+1
Abilities: Str2, Dex15, Con10, Int2, Wis12, Cha2
Skills: Balance+10, Climb+12, Hide+18, Move Silently+10
Feats: Weapon Finesse (tentacle)
Climate/Terrain: Twilight
Organization: Swarm (10-100)
Challenge Rating: 1/8
Treasure: None
Alignment: Shadow
Advancement: —
These small, squid-like creatures take the place in the Twilight Realm that rats serve in the Light Realm.
Squidlike and headless, they can travel across the surface of water and attack with flailing tentacles.
Skulltula Medium Vermin
Hit Dice: ½d8 (2hp)
Initiative: +3 (Dex)
Speed: 20 ft., climb 10ft.
AC: 15 (+2 size, +3 Dex)
Attacks: Bite +5 melee
Damage: Bite 1d3-4
Face/Reach: 2½ft./2½ft./0ft
Special Attacks: —
Special Qualities: Vermin
Saves: Fort+2, Ref+3, Will+0
Abilities: Str3, Dex17, Con10, Int–, Wis10, Cha2
Skills: Climb+8, Hide+18, Jump-4, Spot+7
Feats: Weapon Finesse (bite)
Climate/Terrain: Temperate and warm land and underground.
Organization: Solitary
Challenge Rating: ¼
Treasure: None
Alignment: Courage
Advancement: —
Gigantic spiders, Skulltulas are most easily recognized by their skull-patterned armor. They often hang from the
ceiling to surprise travelers by dropping down on them. Their soft undersides are particularly vulnerable, and
they are not very fast.
Snapper Large Beast
Hit Dice: 6d12+30 (66 hp)
Initiative: +0
Speed: 20ft., swim 30ft.
AC: 20 (-1 size, +11 natural)
Attacks: Bite +9 melee, 2 claws +7 melee
Damage: Bite 2d6+8, claw 1d8+4
Face/Reach: 20ft. by 20ft./10ft.
Special Attacks: ---
Special Qualities: Scent, fire immunity, Alertness, Blind-Fight
Saves: Fort+13, Ref+8, Will+9
Abilities: Str17, Dex10, Con18, Int12, Wis13, Cha12
Skills: Hide+7, Intimidate+16, Listen +18, Search+16, Spot+18
Climate/Terrain: Aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: Double Standard
Alignment: Wisdom
Advancement: ---
Snappers are large, turtle-like creatures normally found in Termina. They are ungainly but dangerous. Their
tough shells make them hard to damage, but they are not very fast.
Stalchildren Small Undead
Hit Dice: 1/2d12 (3 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: 2 claws +0 melee
Damage: Claw 1d3-1
Face/Reach: 5ft./5ft./5ft.
Special Qualities: Undead
Saves: Fort+0, Ref+1, Will+2
Abilities: Str10, Dex12, Con–, Int–, Wis10, Cha11
Feats: —
Climate/Terrain: Any land and underground
Organization: Any
Challenge Rating: 1/4
Treasure: Standard
Alignment: Shadow
Advancement: –
Widely believed to be young Stalfos, Stalchildren hide in the ground until nighttime, when they crawl out to
prey on travelers. They move slowly and can only attack with their claws, making them easy to defeat.
However, they often travel in groups.
Stalfos Medium Undead
Hit Dice: 1d12 (6 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 14 (+1 Dex, +1 shield, +2 natural)
Attacks: Longsword +2 melee
Damage: Longsword 1d8
Face/Reach: 5ft./5ft./5ft.
Special Qualities: Undead
Saves: Fort+0, Ref+1, Will+2
Abilities: Str10, Dex12, Con–, Int–, Wis10, Cha11
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 1
Treasure: Standard
Alignment: Shadow
Advancement: —
Stalfos are skeletal knights. Quite mobile for undead and lightly armoured, they attack with swords. They rarely
appear in groups larger than two.
Stalfos, Shrouded Medium Undead
Hit Dice: 1d12 (6 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: Longspear +2 melee
Damage: Longspear 1d8
Face/Reach: 5ft./5ft./5ft.
Special Qualities: Undead
Saves: Fort+0, Ref+1, Will+2
Abilities: Str10, Dex12, Con–, Int–, Wis10, Cha11
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Any
Challenge Rating: 1
Treasure: Standard
Alignment: Shadow
Advancement: —
Shrouded Stalfos closely resemble their cousins, the Stalfos, but they wear hooded robes and carry spears
instead of swords.
Stalhound Small Undead
Hit Dice: 1/2d12 (3 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: 2 claws +0 melee, Bite +3 melee
Damage: Claw 1d3-1, Bite 1d4
Face/Reach: 5ft./5ft./5ft.
Special Qualities: Undead
Saves: Fort+0, Ref+1, Will+2
Abilities: Str10, Dex12, Con–, Int–, Wis10, Cha11
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Any
Challenge Rating: 1/4
Treasure: None
Alignment: Shadow
Advancement: —
These skeletal dogs are thought to be related to the Stalfos. They attack with tooth and claw and usually travel
in packs, appearing out of the ground like Stalchildren.
Stalkin Small Undead
Hit Dice: 1/2d12 (3 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: Trident +2 melee
Damage: Trident 1d6
Face/Reach: 5ft./5ft./5ft.
Special Qualities: Undead
Saves: Fort+0, Ref+1, Will+2
Abilities: Str10, Dex12, Con–, Int–, Wis10, Cha11
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Any
Challenge Rating: 1/3
Treasure: Standard
Alignment: Shadow
Advancement: —
Smaller than Stalfos but armed similarly, Stalkin would appear to be the middle stage between Stalchildren and
fully grown Stalfos.
Stinger Medium Beast
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: Swim 40 ft., Hover 10ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Electric shock
Damage: Electric Shock 1d6
Face/Reach: 5ft./5ft./5ft.
Special Qualities: ---
Saves: Fort+4, Ref+6, Will+1
Abilities: Str11, Dex17, Con13, Int2, Wis12, Cha6
Feats: ---
Climate/Terrain: Any aquatic
Organization: School (2-20)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Courage
Advancement: 3-4HD (Medium size), 5-6HD (Large)
Stingers are very protective of their territory. When a school notices a disturbance in its area, the stingers launch
themselves out of the water to shock the enemy when they connect. A stinger out of the water can hover for 1d3
rounds; it will usually attempt to return to the water for another strike.
Tektite, Blue Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 30ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Headbutt +4 melee
Damage: Headbutt 1d6
Face/Reach: 5ft./5ft./5ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort+4, Ref+3, Will+0
Abilities: Str11, Dex17, Con12, Int---, Wis10, Cha2
Feats: Weapon Finesse (headbutt)
Climate/Terrain: Any aquatic
Organization: Solitary or colony (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Wisdom
Advancement: 3HD (Medium size)
Tektites are spider-like creatures with one eye. They often move by jumping and can survive long falls without
harm, often pouncing at enemies over the sides of ledges. Blue Tektites only differ from their red counterparts
in environment. Blue Tektites live in wet areas and can stand and jump on top of water, but cannot dive.
Tektite, Red Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 30ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Headbutt +4 melee
Damage: Headbutt 1d6
Face/Reach: 5ft./5ft./5ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort+4, Ref+3, Will+0
Abilities: Str11, Dex17, Con12, Int---, Wis10, Cha2
Feats: Weapon Finesse (headbutt)
Climate/Terrain: Any land
Organization: Solitary or colony (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Wisdom
Advancement: 3HD (Medium size)
Tektites are spider-like creatures with one eye. They often move by jumping and can survive long falls without
harm, often pouncing at enemies over the sides of ledges. Red Tektites only differ from their red counterparts in
environment. Red Tektites live on land, preferring mountainous or otherwise warm areas.
Wizzrobe Medium Outsider
Hit Dice: 6d8+6 (33 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 18 (+2 Dex, +6 natural)
Attacks: Fire spell, ice spell
Damage: Fire spell 1d8 fire, ice spell 1d8 ice
Face/Reach: 5ft./5ft./5ft.
Special Qualities: Innate short-range teleportation
Saves: Fort+6, Ref+7, Will+7
Abilities: Str16, Dex15, Con12, Int14, Wis15, Cha13
Feats: Dodge, Improved Initiative
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Shadow
Advancement: 7-9HD (Medium size), 10-18HD (Large)
Wizzrobes are a well-known monster in Hyrule. Appearing as a short human swathed in robes, they can teleport
short distances to surprise their opponents with fire and ice attacks. Wizzrobes avoid hand-to-hand combat at all
costs and will teleport to a safer distance rather than lock arms.