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Page 1: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

Bestiary

Page 2: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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

Page 3: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 4: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 5: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 6: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 7: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 8: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 9: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 10: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 11: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 12: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 13: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 14: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 15: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 16: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 17: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

Page 18: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

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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.

Page 20: Bestiary - WordPress.com · Bestiary . Table of Contents A Argorok Aruouda B Bari Beamos Biri Boe, Black Boe, White Bokoblin Bokoblin, Green Bokoblin, Pink Bokoblin, Purple Bokoblin,

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.