Botwd&d - DM Binder

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Contents

Maps 3
Races 5
Culture 11
Items 12
Divine Beasts 18
Enemies 24
Bosses 39
Index 49
Credits 50

Note: This is a Setting Guide


This is not a total conversion of Breath of the Wild into
Dungeons and Dragons, rather this is a guide for playing D&D in
Hyrule as presented in Breath of the Wild. Do not expect to see
many game mechanics being converted over. You are not
playing a Zelda game, you are playing D&D in a Zelda setting.

* Non-Canon Content
Content marked with an asterisk is not from Breath of the Wild.
It may be from a different Legend of Zelda game or from the
mind of the author, but DMs should feel free to include or
exclude this content at their own discretion.

2
Maps


.



Races

My name is Riju, descendant of the royal line and leader of the
Gerudo people! With the power of the heirloom passed down
in my family, I shall calm the Divine Beast Vah Naboris.
Ancestors of the Gerudo! Answer my call! Aid me in this task!
-Riju, Gerudo Chief
The highly exclusive race of warrior women from the
Gerudo desert are a sight to behold. As beautiful as they are
deadly, the Gerudo march into combat with passion and drive.
They may not live as long as the other races of Hyrule, but
they will live life to its fullest because of this.

The Gerudo have dark, tanned skin often paired with hair of
fiery hues, red being the most common. They have pointed
ears and pronounced pointed noses as defining facial
features. Their large, sharp eyes offer an enchanting glare,
which they often accentuate through the use of make-up.
The Gerudo women are proud of powerful bodies and dress
accordingly, wearing long, light flowing fabrics, often showing
their midriffs and golden jewelry adorned with gemstones.
This theme carries on to their weaponry, as the Gerudo often
adorn their signature scimitars, spears and bows in the same
manner.

It is extremely rare that a Gerudo woman bears a male child.
This has lead to a unique culture of sisterhood within the 
Gerudo. Despite being a race almost exclusively of women, Gerudo names tend to contain two or three syllables with
they require males as mates which lead many Gerudo women many a's and o's. Only one male name is known, Ganondorf,
to travel outside the walls of their capital of Gerudo Town to while there are many female names in their dialect.
find mates. Within their oasis capital, the Gerudo bar all men Female Names. Ashai, Babi, Barta, Buliara, Dalia, Fegran,
from entering their home. Despite this, men from all around Furosa, Kyra, Leena, Lukan, Malena, Padda, Saula, Tali
will attempt to enter their city only to be turned away time and
time again by their skilled guards. 
The Gerudo have detached themselves from the religions of
the land, focusing on spirituality through honouring their Ability Score Increase. Your Charisma score increases by 2
ancestors and the Divine Beast Van Naboris. and your Constitution score increases by 1.
Age. The Gerudo reach maturity around the age of 16 and
 live into their mid 70's.
Alignment. Many Gerudo live ambitiously, but still hold
The Gerudo hail from the desert which is their namesake, the themselves to the laws and traditions of their tribe. They have
Gerudo Desert. The harsh sands are hellishly warm during a tendency towards lawful or neutral alignments, but carry the
the day and frigidly cold at night, often plagued by sandstorms mischeivousness of a chaotically alligned individual.
and at sometimes lightning storms. Despite these seemingly Size. They stand tall, on average reaching taller than 6 feet,
inhospitable conditions, the Gerudo have flourished. with wide-set hips and naturally well toned bodies. Should a
Sport and transportation for the Gerudo comes in the form male be born into their society, it is rumoured he would stand
of the native sand seals. Surfing behind the beasts is a popular at least 7 feet tall with a powerful build. Your size is medium.
competition amongst the women of the sands. Speed. Your base walking speed is 30 feet.
 Languages. You speak, read, and write Common and
Gerudo.
Gerudo women have an adventurous heart, many heading out Gerudo Diplomacy. You have proficiency with your choice
from their capital city of Gerudo Town in search of fame, of the Persuasion or Intimidation skill.
fortune and romance. Toughness. Your hit point maximum increases by 1, and it
Their home may offer many things, but there are some increases by 1 every time you gain a level.
goals which it cannot satisfy as well. A Gerudo will travel in Endurance. You require half as much water as normal, and
search of these unmet wants and needs. you are immune to the negative effects of a hot environment.
Weapon Training. You have proficiency with glaives,
scimitars, spears, and shortbows.

6
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

The Goron are a genderless race, as males and females are
indistinguishable. Instead everyone is known as a brother, and
live in a brotherhood. They take great pride in their physical
strength and enjoy testing their might against one another.
Though they train and work hard, the Gorons also know how
to relax in style, making use of hot springs.

The Gorons are a very hearty and accepting race, but to a
threat against their home, they are staunch protectors. If a
threat looms over their lands or their allies, they will set off on
adventure to protect those in need.

Goron names are fairly simple, having a guttural tone to them
when spoken. Each syllable of the name should be stressed
separately, rather than flowing smoothly.
Goron Names. Aji, Bargoh, Bludo, Daruk, Fugo, Krane,
Pyle, Rogaro, Rohan, Slergo, Tanko, Trey, Volcon, Yunobo

Ability Score Increase. Your Strength score increases by 2
and your Constitution score increases by 1.
Age. Gorons reach maturity at around age 20 and live to be
about 90, though they can have children well into old age.
Alignment. Gorons generally have a laissez-faire approach
to life, leading them towards neutral and chaotic alignments.
Size. A fully grown Goron stands above 7 feet tall and
 weighs nearly a ton. Your size is medium.
Speed. Your base walking speed is 25 feet.
Just look at all those delectable rocks sprinkled on those Languages. You speak, read, and write Common and
mountains. I may not know a whole lot about this Calamity Goron.
Ganon thing but mark my words, I'll protect this land of ours Heavy Build. You count as one size larger when
to the death. determining your carrying capacity, the weight you can push,
-Daruk, Goron Champion drag, or lift, and what mounts or vehicles you can ride.
Boisterous and powerful, the Gorons of Death Mountain carry Rock Gut. You can consume rocks to satisfy your hunger.
a zeal for brotherhood like none other. These behemoths Lava Adaptation. You are resistant to fire damage, and you
value strength and determination above all else. A love for are immune to the negative effects of a hot environment. In
metal work, mining and friendly competition amongst addition, you can ignore fire damage from lava for a number
themselves are all keystones to Goron culture. of consecutive rounds equal to your Constitution modifier.
Stoneskin. Your AC is equal to 13 + your Constitution
 modifier. You can use this AC while armored if it is better than
Gorons are a large race of humanoids with massive arms and the armor, and you can still gain the benefits of a shield.
bodies, along with short but powerful legs. Their fists are Curl. You can spend 5 feet of movement to Curl or Uncurl.
often larger than their heads. They live on a diet of rocks, While Curled you have advantage on Stealth checks while in
causing rocky growths to appear on their bodies, concentrated rocky terrain, ranged attacks against you have disadvantage,
on their backs. Their rotund bodies also allow them to roll your walking speed becomes a Rolling speed of 40 feet, and
themselves into balls and travel at high speeds. you can take no actions other than Dash, Hide, or Ram.
Gorons tend to wear minimal clothing. Most gorons wear Ram. If you move at least 10 feet straight toward a target
durable, twisted fabric loincloths which are surprisingly fire while Curled, you can attack it with an Unarmed Strike. If it
resistant. They will also wear work helmets and or pieces of hits, the target takes an additional 2d6 damage. This
armour where appropriate. increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th
level. If the target is a creature, it must succeed on a Strength
 saving throw with a DC of 8 + your Proficiency bonus + your
Strength modifier or be knocked prone.
Gorons hail from Death Mountain, a volcanic mountain in the Stone Diver. You are unable to swim, sinking in water like a
north. Thanks to the volcanic activity, rocks and minerals are stone. You are able to hold your breath for a number of hours
plentiful and the Gorons have developed near perfect equal to your Constitution modifier.
resistance to the extreme heat.

7
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Your path seems to mirror your father's. You've dedicated
yourself to becoming a knight, as well. Your commitment to
the training necessary to fulfill your goal is really quite
admirable. I see now why you would be the chosen one.
-Princess Zelda
Despite the fall of the Hyrule Kingdom, the Hylian race lives
on. They make their home the world over, undeterred by the
calamity which upset their society years ago. Many make an
honest living in villages, while others have opened ranching
services to adventurers. Hardships come and go, but the
Hylians stand strong, ready to push forward for the
betterment of all.

Hylians are a humanoid race with rounded faces and pointed
ears. They normally have fair skin tones, but eye color, hair
color, body type, and clothing style vary widely.
Hylians easily adapt to whatever environment or task they
are taking on. If there is a job to do, whether farming or
smithing or taming horses, a Hylian can figure out a way to
equip themselves for the task.

The Hylians homelands are the rolling plains of central
Hyrule. Many villages are sprawled across the grasslands,
allowing them to farm and manage their animals with ease.
Through diplomacy and mutual assistance, the Hylians were
able to form the Kingdom of Hyrule, bringing all other races
into an alliance to protect against common enemies and bring 
peace. Hylians have a wide range of names due to their ties across
regions, but female names often end in a.
 Male Names. Agus, Beedle, Cambo, Danton, Link, Rik
Thanks to the relationships of the kingdom from the past and Female Names. Anju, Chessica, Gleema, Magda, Zelda
their ability to adapt to most environments, Hylians can be
found scattered in all areas across the land. Many put down 
roots wherever they are, while others wander the countryside Ability Score Increase. Your ability scores all increase by 1.
until they find a suitable homestead. Age. Hylians reach maturity at age 17 and live until they are
 around 80 years old.
Alignment. Hylians come from all walks of life leaving
Anywhere across the realm, people will be able to find a them no alignment preferences.
Hylian chasing their dreams. From chasing profits as a Size. Hylians are the smallest of the main races of Hyrule.
merchant, to doing their duty as a knight or mercenary, Few grow to be taller than 6 feet. Your size is medium.
Hylians are always working hard across the world. Speed. Your base walking speed is 30 feet.
Languages. You speak, read, and write Common and one
other language of your choice.

Sheikah
Sheikah are a subrace of Hylian. They tend to be Variant Hylian Traits
more secretive and are far less widespread across If your campaign uses the optional Feat rules, you
Hyrule, concentrated mainly in Kakariko Village. can replace the Ability Score Increase racial trait with
They have a special focus on ancient technology, the following traits:
and can live to be over 120 years old. Ability Score Increase. Two different ability scores
of your choice increase by one.
Skilled. You gain proficiency with one skill of your
choice.
Feat. You gain one feat of your choice.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

The Rito are masters of aerial combat, combining skillful
flight with archery to create a truly astonishing battle style.
Together they defend their home from any threats, no matter
the odds. Most male Rito attempt to reach perfection in
archery and flight, while female Rito strive for perfection in
singing, cooking, or other pursuits. Their tribe is led by a
hereditary chieftain.
Within the Rito culture, history is passed down through
song and verse and their elders are revered with respect. For
these people, to fly high in the sky is the greatest pleasure of
all. When unable to do so, depression may set in for a Rito.

The Rito make their home in Rito Village, located in the
Tabantha Frontier. This mountainous region is dotted with
lakes, canyons and evergreen trees. Cold winds caress the
land year round, making the nights especially cold for
travelers.

All their lives, Rito hear of the feats of heroes from the past
and are encouraged to be like them. This leaves a burning
passion for Rito to walk the path of a hero, and discover what
that entails for themselves.

The Rito have a wide range of names which tend to make avid
use of e's and i's, generally no longer than 3 syllables.
Male Rito Names. Harth, Kaneli, Mazli, Nekk, Teba, Verla
Female Rito Names. Amali, Bedoli, Cecili, Laissa, Medli

Ability Score Increase. Your Dexterity modifier increases by
2 and your Wisdom score increases by 1.
 Age. Rito reach maturity at age 15 and live to about 70.
Very few can achieve a mastery of the sky. Yet I have made an Alignment. The Rito are a people of honour and move to
art of creating an updraft that allows me to soar. It's protect those in need with little prompting. They lean towards
considered to be quite the masterpiece of aerial techniques, a good alignment.
even among the Rito. Size. Rito men stand just below 6 feet tall, while women
-Revali, Rito Champion reach just above 5 feet on average.
From the western hinterlands known as the Tabantha Speed. Your base walking speed is 25 feet.
Frontier, the Rito live in their modest village of huts and Languages. You speak, read, and write Common and Rito.
boardwalks, clinging to the side of a great rocky spire among Brave. You have advantage on saving throws against fear.
valleys of coursing winds. Here the Rito hunt and play in the Flight. You have a flying speed of 50 feet. To use this speed,
great blue sky. you can’t be wearing medium or heavy armor. (If you are using
the optional encumbrance rules, you cannot use this speed
 while encumbered.)
The Rito are sometime referred to as birdfolk by the other
races. Their plumages come in a wide range of colors. Behind
their crests, their hair grows long and wild, and many keep
theirs in braids. Their appearances vary greatly, but males
tend to have cool colored plumage while women have warm
colored feathers. Their feathers provide a great deal of
insulation, protecting them from the cold of their homeland.
These avian people tend to wear very light armour in battle
or simple pieces of cloth and leather for clothing, preferring
less restricting garments to allow them to fly.

9
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Father, are you well, I wonder....I want you to know....I have
always followed my heart.
-Mipha, Zora Champion
Mysterious and lovely creatures, the Zora are competent
divers, lancers, and jewel crafters. Living within a giant statue
honoring their homeland, the Zora quietly protect the world
from the torrents which would swallow it whole.

The Zora are fish-like humanoids who have smooth, scaled
skin of various hues and shades. Rather than growing hair,
they have fin like extremities which cause their head to
resemble a shark or dolphin. Zora bodies are slender, built for
aquadynamics, the men having more muscle mass while then
women have gentler curves.
The Zora tend to avoid clothing as a whole, opting to wear
accessories instead. Headbands, necklaces, bracelets and
anklets are all common among the Zora. Those who take up
arms may wear sleek breast plates and bracers to help protect
themselves.

The Zora live for a very long time, and this longevity impacts
their society greatly. Those who are in power among the Zora
stay there for a very long time, leading to strict adherence to
tradition and grudges to be held for ages. This does not stop
the young from dreaming and acting to bring change to their
home. There is tension between the elders and the young
often over the thought of changing their ways.

Zora make their home in the water systems of the eastern 
Lanayru Province. This region has many rivers and lakes all
interconnected, along with large reservoires which the Zora Ability Score Increase. Your Wisdom score increases by 2
protect. Their famous home of Zora's Domain is a giant and your Dexterity score increases by 1.
sculpture, crafted from the large stores of ore located in their Age. Zora age very slowly, reaching adulthood around age
region. It demonstrates not only their skill as stonemasons, 120 and living well into their 700s.
but their Zora pride. Alignment. Due to a traditionalist mindset, Zora tend to
lean towards a lawful alignment.
 Size. Zora vary wildly in height, standing anywhere from 5
The Zora can live comfortably in their domain for their entire to 8 feet tall. Your size is medium. Over the centuries, some
lives, without the need to stray too far from their home. Some Zora can grow to be Large sized, up to 16 feet tall.
Zora may leave their land in search of adventure or to see the Speed. Your base walking speed is 30 feet. You have a
world, but most will only step out into the world in search of swimming speed of 40 feet.
assistance against imminent disasters. Languages. You speak, read, and write Common and Zora.
Long distance travel is a problem for the Zora if they do not Amphibious. You can breathe air and water.
seek the shelter of water, as their skin will dry out over time, Of the Lake. You are immune to the negative effects of a
leading to illness and eventually death. deep underwater environment. You have Darkvision 120 feet
and can see normally in underwater darkness out to 60 feet.
 Slippery. You have advantage on escape attempts against
grapples and restraints.
Zora names are normally quite simple, often having no more Soaked Skin. You are vulnerable to lightning damage, and
than two syllables, and female names sometimes have a you are considered to have only drunk half enough water or
melodic tone. less on any day you do not fully immerse your body in water.
Male Zora Names. Bazz, Fronk, Jiahto, Kodah, Sidon Zora's Grace. You have advantage on saving throws against
Female Zora Names. Dunma, Keye, Laruta, Mipha, Ruto being charmed.

10
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Culture

 
There are four Great Fairies scattered around Hyrule
 living in sacred groves. Any of them can be a Patron
to an Archfey Warlock.
Hylia is the most commonly worshiped goddess in
Hyrule. She is the Neutral Good Goddess of Life, 
Light, and the Sky. Her Clerics often have the Life,
Light, or Protection Domain, and her Paladins often There are three ancient dragons located around
take the Oath of Devotion or Redemption. She can Hyrule: Dinraal, Naydra, and Farosh. Each one is the
also be Patron to Celestial Warlocks. avatar of one of the Golden Goddesses, and can be
Patron to the same types of Warlock as their
 respective deity.
The Golden Goddesses are mostly forgotten in this
age, but studiers of archaic lore may still know of
them and follow them. They may be worshiped as a
group or individually. Their Clerics often have the
Arcana, Knowledge, Life, or Light Domain, and their
Paladins often take the Oath of Devotion. They can
also be Patrons to Celestial or Seeker Warlocks.

Din is the Chaotic Good Goddess of Power, Fire,
and the Seasons. Her Clerics often have the Forge,

Trickery, or War Domain, and her Paladins often Language Typical Speakers Script
take the Oath of Vengeance. She can also be Patron
to Fiend Warlocks. Common Hylians Common
Nayru is the Lawful Good Goddess of Wisdom, Gerudo Gerudo Common
Water, and Time. Her Clerics often have the
Protection or Tempest Domain, and her Paladins Goron Gorons Common
often take the Oath of the Crown or Redemption. Rito Rito Common
Farore is the Neutral Good Goddess of Courage,
the Wind, and Secrets. Her Clerics often have the Zora Zora Common
Nature Domain, and her Paladins often take the
Oath of the Ancients. She is also followed by some
Druids, and can be Patron to Archfey Warlocks.

Language Typical Speakers Script

Celestial Gods Ancient
Nobody worships Demise, at least not openly. Also
largely forgotten in this age, Demise is the Neutral Draconic Dragons Ancient
Evil God of Destruction and Malice whose hatred
was reborn as the Calamity Ganon. His Clerics often Moblin Monsters Moblin
have the Death, Madness, or War Domain, and his Sheikah Sheikah, Constructs Ancient
Paladins often take the Oath of Conquest, or are
Oathbreakers. He can also be Patron to Fiend or Sylvan Koroks, Fey Ancient
Hexblade Warlocks.
Items
 
Armor (half plate or plate) Weapon (any melee), Rare
Legendary (requires attunement)
You have a +2 bonus to attack and
While wearing this armor, you have damage rolls made with this magic
a +3 bonus to AC. This bonus is in weapon.
addition to the armor's normal
This weapon deals radiant damage instead of its
bonus to AC.
normal damage type.
While wearing this armor you deal 1.5x damage with
Ancient Weapons, and you gain damage resistances:
fire, radiant, thunder; bludgeoning, piercing, and
slashing from nonmagical weapons.
The smoothly articulated gears and joints in this
armor do not give disadvantage on stealth checks. 
Ammunition (arrow)
Mundane (100gp)
This ammunition is destroyed when
used; it cannot be recovered.
 A creature hit by this arrow takes an additional 2d6
Ammunition (arrow) fire damage and 1d6 thunder damage, and all
Uncommon (1,000gp) creatures in a 5 ft. radius must make a DC 13
Dexterity saving throw or take 1d6 fire damage.
This ammunition is destroyed when
A creature hit by this arrow must make a Strength
used; it cannot be recovered.
saving throw with a DC of 10 plus half the damage
You have a +1 bonus to attack and damage rolls dealt or be knocked prone. Large creatures have
made with this magic arrow. advantage on the save; Huge, Gargantuan, or
Legendary creatures automatically succeed.
A creature hit by this arrow takes an additional 4d6
radiant damage and 2d6 thunder damage, and all
creatures in a 5 ft. radius must make a DC 18
Dexterity saving throw or take 1d6 radiant damage.
A nonlegendary creature hit by this arrow is reduced
to 0 hit points and its body is destroyed. 
Weapon (Longbow), Very Rare
You have a +2 bonus to attack and
damage rolls made with this magic
longbow.
 When you attack with this bow, rather than load a
Weapon (shortbow or longbow) piece of ammunition, you can have it fire a beam of
Legendary (requires attunement) holy light that deals 1d10 radiant damage to any
creature it hits, or 3d10 if it is a creature of malice.
You have a +3 bonus to attack and
damage rolls made with this magic
bow.
Piercing damage dealt by attacks made with this
weapon is dealt as radiant damage instead.
Each piece of ammunition loaded into this weapon is 
tripled. When you make an attack with this weapon,
make three attack rolls instead of one. The same 
piece of ammunition is used for all three attack rolls. Ammunition (arrow)
All three attack rolls must target the same or Common (50gp)
adjacent targets.
A target hit by this magic arrow takes an additional
1d6 fire, cold, or lightning damage. This damage
increases to 2d6 if fired from a magic bow.

13
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
 Armor (shield), Rare

Weapon (longsword or greatsword) While holding this shield, you have a


Rare or Very Rare +1 bonus to AC. This bonus is in
addition to the shield's normal
You have a +1 bonus to attack and damage rolls bonus to AC.
made with this rare magic longsword, or +2 with this Any time you are targeted by a ranged attack, a
very rare magic greatsword. Magic Missile spell, a line spell, or a spell that
A target hit by this longsword takes an additional requires a ranged Attack roll while holding this
1d6 fire, cold, or lightning damage, or 2d6 if it is a shield, you can spend your reaction to roll a d6. On a
greatsword. 1 to 5, you are unaffected by the attack or spell. On a
6, you are unaffected, and the effect is reflected back
With concentration, you can cause the blade to be at the source as though it originated from you,
sheathed in its element. In this way a Flameblade can turning the source into the target.
be used to keep warm or to ignite flammable
materials, for example.


 Wondrous item (boots), Common

 While wearing these boots, your speed


is reduced to 15 and you sink like a
Armor (plate), Uncommon stone in water. However, you are
immune to being knocked prone or
While wearing this armor, you are forced to move.
resistant to fire damage and
immune to nonmagical fire damage
except from lava.


Weapon (fan), Uncommon
 When you attack with this weapon,
Armor (studded leather), Common a line of strong wind 15 feet long
and 5 feet wide blasts from you in a
While wearing this armor, you are direction you choose.
immune to the negative effects of a
hot environment. Each creature in the line must succeed on a DC 13
Strength saving throw or be pushed 10 feet away
from you in the direction of the line. Large creatures
have advantage on the save; Huge, Gargantuan, or
Legendary creatures automatically succeed. The wind
disperses gas or vapor and extinguishes unprotected
 flames in its area.
Wondrous item (boots), Uncommon
While wearing these boots, you can
walk horizontally on open air for up to
20 consecutive feet. You fall at the end
of this distance or at the end of the turn 
if you are still in the air and nothing else Weapon (scimitar), Mundane (30gp)
is holding you aloft.
This scimitar has the thrown property
with a range of 20/60 ft. It returns to
your hand at the end of the turn it was
thrown if there is a clear path.

14
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
When you drink this potion, you can Wondrous item (boots)
choose expended Spell Slots to recover. Very Rare (requires attunement)
The Spell Slots can have a combined level
that is equal to or less than the result on While you wear these boots, you can
the dice rolled, and none of the slots can use a Bonus Action and click the boots'
be 6th level or higher. heels together to gain the effects of a
haste spell until you click your heels
For example, if you roll a 2, you can recover either a together again to end the effect. When
2nd-level Spell Slot or two 1st-level Spell Slots. the boots' property has been used for a
total of 10 minutes, the magic ceases
If you are a Warlock, you regain a set number of Spell
to function until you finish a Long Rest.
Slots instead, as shown on the table.
If you move at least 20 feet straight toward a target
Magic Potions have no effect if you have not
while under the boots' magical effect and then hit it
finished a short or long rest since last drinking one.
with a melee Attack on the same turn, the attack
Warlock deals an extra 2d6 damage. If the target is a creature,
Potion Rarity Price Slots Slots it must succeed on a DC 13 Strength saving throw
or be knocked prone. If it is an object or structure,
Magic Common 50gp 1d4 1 the attack deals double damage.
Greater Magic Uncommon 100gp 2d4 1
Superior Magic Rare 500gp 4d4 2
Supreme Magic Very Rare 5,000gp 8d4 4


Wondrous item (gloves)
Rare (requires attunement)
Your Strength score is 19 while you
 wear these gauntlets, unless your
Weapon (longsword) Strength score was already higher.
Legendary (requires attunement) While wearing these gauntlets, you double the
weight when determining your carrying capacity and
You have a +3 bonus to attack and damage the weight you can push, drag, or lift, and you deal
rolls made with this magic longsword. double damage to objects and structures.
The Master Sword deals 2d6 slashing
damage instead of the normal damage for a
longsword. Creatures of malice take an
additional 2d6 radiant damage.
You can use a bonus action to increase the
Master Sword's reach by 30 feet until the 
end of your turn. This manifests as a beam Wondrous Item, Common
of light in the shape of the sword's blade
being flung at the target when you swing it. As a bonus action while holding this
feather, you can fly up to 10 feet without
provoking opportunity attacks.


Tool, Mundane (1,000gp) 
While holding this glider in both Armor (leather), Uncommon
hands, you fall at a rate of 30 feet
per round, and can move laterally While wearing this armor, you are
at four times your falling rate. resistant to lightning damage and
immune to nonmagical lightning
You can draw your Paraglider as a reaction. damage.

15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
 Armor (helmet), Rare

Armor (leather), Uncommon While wearing this helmet, you and


all friendly creatures within 20 feet
While wearing this armor, you are are immune to lightning damage.
resistant to cold damage and
immune to nonmagical cold
damage.


Wondrous Item, Very Rare
 You can use this medallion to register any
Boots, Mundane (10gp) location as a Fast Travel waypoint with a
Sheikah Slate. You can only have one such
While wearing these boots, your location registered at a time.
walking speed is reduced by 5, but
you are unaffected by nonmagical
difficult terrain.


Armor (studded leather), Rare
 While wearing this armor, you have
Armor (leather), Uncommon a +1 bonus to AC. This bonus is in
addition to the armor's normal
While wearing this armor, you have bonus to AC.
advantage on Stealth checks, and While wearing this armor, you have a swimming
you can Hide as a bonus action. speed equal to your base walking speed and can
breathe water as well as air (if you are a Zora, your
racial swimming speed is doubled), and you can
swim against currents and even up waterfalls as
though they were standing water.

Wondrous Item, Rare
As an action, make a ranged attack
targeting a creature or object you can
see within 60 feet of you. (A very rare
version exists with a range of 120 feet.)
If the attack hits, you and the target instantly trade
places. If you or the target would enter a space too
small to occupy, the Switch Hook has no effect.
 
Wondrous Item, Legendary As an action, you disintegrate into particles of magical
blue light. These particles fly at 530 feet per round (one
Sheikah Slates are tablets of ancient mile per minute), passing through any barriers in the
technology that use runes to cause way, bringing you to a waypoint of your choice that you
various magical effects. They can also previously registered with your Sheikah Slate, where you
interface with ancient technology such are reconstructed when you arrive. Only certain ancient
as Shrines and Divine Beasts. structures are able to be registered as waypoints, such
A Sheikah Slate starts with only the Camera, Album, as Shrines and Divine Beasts.
Map, Scope, and Compendium runes unlocked. Further 
runes can be unlocked via research at Tech Labs or in As an action you cause the effects of a message spell,
ancient Shrines. The Sheikah Slate must be held in both targeting a creature you are familiar with who is in
hands to use any of its runes. You can only activate one possession of a Sheikah Slate that you have registered
rune per turn, even if you have extra actions. with your own. You can target any number of creatures
with the same action, and there is no maximum range.
 You can also use this rune to transmit information
You can use these runes to take photographs and to between Sheikah Slates, such as photographs,
view photographs you have taken, respectively. Compendium data, map pins, etc. You must have
 registered the other Sheikah Slate with yours to transmit
The Map rune stores a map of Hyrule, which you can data to it.
use to check your relative position to known landmarks. 
The map view also includes a clock and a thermometer. As an action, you create a 2 ft. sphere or cube made of
The Scope rune can be used as a spyglass. You can place magical blue light. As part of the same action, you can
a pin on a location you can see through the Scope, and set it down next to you or throw it up to 30 feet away.
that pin will appear on the Map. You can store up to 4 Then, as a bonus action, you can cause the sphere or
pins at a time. cube to explode, dealing 2d6 force damage to every
 creature in a 10 foot radius -- and knocking them prone
You can use this rune to keep track of descriptions and if they are Medium or smaller -- and twice that much
statistics of items and creatures you have encountered. damage to objects and structures in that area. You can
only have up to one sphere and one cube at a time. You
 must use two hands to activate this rune or to detonate
As an action, choose an object or creature you have a bomb, but the bomb persists even if you are not
registered in the Compendium, or a pin you have placed holding the Sheikah Slate.
on your Map. Until you dismiss the effect as a bonus
action, each time you move you know whether you are 
getting closer to or further from that pin, or the closest As an action, you create a 5 foot cube made of solid
instance of that creature or object if there is one within blue magical light in an unoccupied space adjacent to
1,000 feet of you, otherwise you know the target is too you. It weighs 200 lbs, but you can push, drag, lift, or
far away to sense (there is no maximum range for throw it as though it were weightless. It is immune to
sensing a map pin). You must use two hands to activate environmental damage (such as from falling or lava), but
this rune or to dismiss its effect, but the effect persists can be attacked as any other object. It persists until it
even while not holding the Sheikah Slate. takes any damage, you destroy it as a bonus action, or
you create another cube. You must use two hands to
 activate this rune or to destroy the cube, but the cube
Choose a 10 foot square of water you can see within persists even while not holding the Sheikah Slate.
120 feet of you and spend an action. A 14 foot tall pillar
of ice rises from the surface of this water, remaining 
stationary even if the water is moving. The sides of this Choose a creature or object within 30 feet of you and
pillar are rough and easy to climb. The pillar persists for spend an action. That creature or object becomes
one minute, until it takes any fire damage, or until you frozen in place. If it is a creature, it is frozen until the
destroy it as a bonus action, at which point it melts into start of its next turn. If it is an object, it is frozen for five
water. Also, if you create a fourth pillar, the oldest pillar rounds. You can also release the Stasis as a bonus action
of the current three melts into water. You must use two or reaction. All momentum the object or creature had
hands to activate this rune or to destroy a pillar, but the when it was frozen is maintained, and all force applied
pillars persist even while you are not holding the to it while frozen (with the exception of gravity)
Sheikah Slate. changes or adds to that momentum as appropriate.
Creatures and objects are immune to all damage while
 frozen. You may only have one target frozen this way at
As an action, you cause the effects of a telekinesis spell. a time. You must use two hands to freeze or unfreeze a
The target object must not be held or worn by a target, but the target remains frozen even if you are not
creature, and must be made primarily of metal. holding the Sheikah Slate.
Divine Beasts


Gargantuan Construct Vehicle, Unaligned Multiattack. Vah Ruta makes two Ice Ball attacks, or one Ice
Ball attack and one Slam attack.
Armor Class 20 (Natural Armor) Slam. Melee Attack: +15 to hit, reach 15 ft., one target. Hit
Hit Points 315 (15d20+150) 23 (3d8+10) bludgeoning damage.
Speed 40, Swim 30 Ice Ball. Ranged Attack: +15 to hit, range 80/320 ft., one
target. Hit 22 (5d8) cold damage.
STR 30 (+10) - DEX 11 (+0) - CON 30 (+10) Water Blast (Recharge 5-6). Create a line of water 10 feet
wide and 10 feet tall and up to 90 feet long. Each creature in
Damage Vulnerabilities Lightning that area must make a Dexterity saving throw with a DC of 23
Damage Immunities Cold, Poison, Psychic; (Huge creatures have advantage, Gargantuan creatures
Bludgeoning, Piercing, and Slashing From automatically succeed). On a failed save, a creature takes 18
Nonmagical Attacks (4d8) bludgeoning damage and is knocked prone. On a
Condition Immunities Charmed, Exhaustion, successful save, a creature takes half as much damage and
Frightened, Paralyzed, Petrified, Poisoned isn't knocked prone. The water then spreads out across the
ground in all directions, extinguishing unprotected flames in
Magic Resistance. The Divine Beast has advantage on its area and within 30 feet of it, and then it vanishes.
saving throws against spells and other magical Holy Beam Cannon (1/day). A beam of brilliant white light
effects. streaks out in a 40-foot-wide, 10-mile-long line that flows
Siege Monster. The Divine Beast deals double around corners to fill the entire area. Each creature of malice
damage to objects and structures. in the area must make a DC 25 Constitution saving throw. On
a failed save, the creature takes 73 (7d20) radiant damage and
Regeneration. The Divine Beast regains 5 hit points at is stunned for one round. On a successful save, it takes half as
the start of its turn if it has at least 1 hit point. much damage and isn't stunned. This damage cannot be
reduced or prevented in any way.

Vah Ruta can also generate pools or streams of Creatures of Malice


clean, drinkable water anywhere in or on its body. A Creature of Malice is any creature made of or
Zora can use these to maintain their Soaked Skin. directly under the influence of the Malice of
Calamity Ganon. This includes Malice Slimes,
Maliced Guardians, Maliced Divine Beasts, Blight
Ganons, and Dark Beast Ganon himself.

19
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Gargantuan Construct Vehicle, Unaligned Multiattack. Vah Nahboris makes two Lightning attacks, or
one Lightning attack and one Slam attack.
Armor Class 18 (Natural Armor) Slam. Melee Attack: +12 to hit, reach 5 ft., one target. Hit
Hit Points 270 (15d20+105) 20 (3d8+7) bludgeoning damage.
Speed 50 Lightning. Ranged Attack: +15 to hit, range 80/320 ft., one
target. Hit 22 (5d8) lightning damage.
STR 25 (+7) - DEX 17 (+3) - CON 25 (+7) Chain Lightning (Recharge 5-6). Create a bolt of lightning
that arcs toward a target of your choice within 80 feet. A bolt
Damage Immunities Lightning, Poison, Psychic; then leaps from that target to another target within 30 feet of
Bludgeoning, Piercing, and Slashing From it. Repeat this process until up to 9 total targets have been
Nonmagical Attacks chosen. A target can be a creature or an object and can be
Condition Immunities Charmed, Exhaustion, targeted by only one of the bolts. Each target must make a
Frightened, Paralyzed, Petrified, Poisoned Dexterity saving throw. The target takes 22 (5d8) lightning
damage on a failed save, or half as much on a successful one.
Magic Resistance. The Divine Beast has advantage on Holy Beam Cannon (1/day). A beam of brilliant white light
saving throws against spells and other magical streaks out in a 40-foot-wide, 10-mile-long line that flows
effects. around corners to fill the entire area. Each creature of malice
Siege Monster. The Divine Beast deals double
in the area must make a DC 25 Constitution saving throw. On
damage to objects and structures. a failed save, the creature takes 73 (7d20) radiant damage and
is stunned for one round. On a successful save, it takes half as
Regeneration. The Divine Beast regains 5 hit points at much damage and isn't stunned. This damage cannot be
the start of its turn if it has at least 1 hit point. reduced or prevented in any way.

Vah Naboris can also cause a sandstorm to start or


stop in a one-mile radius around itself. This takes
1d4+1 minutes to fully take effect.

20
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Gargantuan Construct Vehicle, Unaligned Multiattack. Vah Medoh makes four Laser attacks, or two
Talons attacks and a Beak attack.
Armor Class 21 (Natural Armor) Laser. Ranged Attack: +15 to hit, range 600 ft., one target.
Hit Points 240 (15d20+75) Hit 13 (3d8) radiant damage.
Speed 5, Fly 60 Talons. Melee Attack: +15 to hit, reach 10 ft., one target. Hit
23 (3d8+10) slashing damage.
STR 20 (+5) - DEX 30 (+10) - CON 20 (+5) Beak. Melee Attack: +15 to hit, reach 10 ft., one target. Hit
23 (3d8+10) piercing damage.
Damage Immunities Cold, Poison, Psychic; Energy Shield (2/day). Vah Medoh surrounds itself with an
Bludgeoning, Piercing, and Slashing From energy shield that absorbs all damage. It cannot do this if it is
Nonmagical Attacks currently protected by such a shield. This shield has an AC of
Condition Immunities Charmed, Exhaustion, 10 and 85 hit points.
Frightened, Paralyzed, Petrified, Poisoned Holy Beam Cannon (1/day). A beam of brilliant white light
streaks out in a 40-foot-wide, 10-mile-long line that flows
Magic Resistance. The Divine Beast has advantage on around corners to fill the entire area. Each creature of malice
saving throws against spells and other magical in the area must make a DC 25 Constitution saving throw. On
effects. a failed save, the creature takes 73 (7d20) radiant damage and
Siege Monster. The Divine Beast deals double is stunned for one round. On a successful save, it takes half as
damage to objects and structures. much damage and isn't stunned. This damage cannot be
reduced or prevented in any way.
Regeneration. The Divine Beast regains 5 hit points at
the start of its turn if it has at least 1 hit point.

Vah Medoh can also control the speed and direction


of wind anywhere in or on its body.

21
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Gargantuan Construct Vehicle, Unaligned Multiattack. Vah Rudania makes two Claw attacks, or one
Claw attack and one Tail attack.
Armor Class 20 (Natural Armor) Claw. Melee Attack: +15 to hit, reach 10 ft., one target. Hit
Hit Points 270 (15d20+105) 16 (2d8+7) slashing damage and 4 (1d8) fire damage.
Speed 40, Climb 40 Tail. Melee Attack: +15 to hit, reach 20 ft., one target. Hit 25
(4d8+7) bludgeoning damage.
STR 25 (+7) - DEX 20 (+5) - CON 25 (+7) Fire Breath (Recharge 5-6). Vah Rudania exhales fire in a
60 foot cone. Each creature in the area must make a DC 18
Damage Immunities Fire, Poison, Psychic; Dexterity saving throw, taking 24 (7d6) fire damage on a failed
Bludgeoning, Piercing, and Slashing From save, or half as much on a successful one.
Nonmagical Attacks Earthquake (Recharge 5-6). Vah Rudania slams its tail into
Condition Immunities Charmed, Exhaustion, the ground, causing a seismic disturbance in a 20-foot radius
Frightened, Paralyzed, Petrified, Poisoned from a point chosen within 20 feet. The ground in that area
becomes difficult terrain, and each creature in that area must
Magic Resistance. The Divine Beast has advantage on make a DC 18 Dexterity saving throw. On a failure, a creature
saving throws against spells and other magical takes 13 (3d8) bludgeoning damage and 9 (2d8) fire damage
effects. and is knocked prone. On a successful save, it takes half as
Siege Monster. The Divine Beast deals double
much damage and is not knocked prone.
damage to objects and structures. Holy Beam Cannon (1/day). A beam of brilliant white light
streaks out in a 40-foot-wide, 10-mile-long line that flows
Regeneration. The Divine Beast regains 5 hit points at around corners to fill the entire area. Each creature of malice
the start of its turn if it has at least 1 hit point. in the area must make a DC 25 Constitution saving throw. On
a failed save, the creature takes 73 (7d20) radiant damage and
is stunned for one round. On a successful save, it takes half as
much damage and isn't stunned. This damage cannot be
Vah Rudania can also generate nonmagical flames reduced or prevented in any way.
anywhere in or on its body, which can be used for
light or warmth or to ignite flammable material.

22
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

The Divine Beast seems to be a living mass of gears and Each Divine Beast has seven magical nodes distributed
pistons and scaffolding. There is enough open space between around its body: a Guidance Stone, five Control Terminals,
the pieces that it is easy enough to see into and climb around and the Main Control Console. A person can use a Control
in, but there is definitely not enough room to run or fly, and Terminal or the Main Control Console to pilot the Divine
every step must be made carefully. Beast, or to help someone else do so. The Guidance Stone is
It is a DC 15 Athletics check to board a Divine Beast from where you can link a Sheikah Slate to the Divine Beast, after
the side (DC 5 if the Beast is willing). The interior of a Divine which you can use it to pilot the Divine Beast remotely.
Beast is considered Difficult Terrain. While aboard a Divine These nodes are indicated on the Divine Beast maps by
Beast you can spend movement to ascend or descend with a dots, each dot with a number indicating its altitude in feet
DC 10 Athletics check; if you fail climbing up, you land where from the bottom of the Divine Beast. The Guidance Stone's
you started; if you fail climbing down, you fall the distance you dot is cyan, the Control Terminals' dots are yellow, and the
were attempting to climb. Main Control Console's dot is green.
Occupants on the top level of a Divine Beast are visible Each Divine Beast can only be linked to a single Sheikah
from off the Divine Beast. Occupants not on the top level but Slate at a time; however, any number of Sheikah Slates can
on a square that borders the exterior are visible from off the register a Divine Beast as a Fast Travel waypoint.
Divine Beast, but have 3/4 Cover. Occupants not on the top To attempt to pilot the Divine Beast, spend a bonus action
level of a Divine Beast have Half Cover from every non- or a reaction and make an Arcana check using Charisma or
adjacent square of the Divine Beast out to 15 feet, 3/4 Cover Intelligence. The DC is 10, +5 for each Control Terminal that
out to 30 feet, and Total Cover beyond that. Occupants not on is currently Maliced, +10 if the Main Control Console is
the top level of a Divine Beast and on a square that does not currently Maliced, -5 if using a Control Terminal, -10 if using
border the exterior are not visible from off the Divine Beast. the Main Control Console.
Unlike most tokens, a Divine Beast has a facing. It can turn If you succeed on the piloting check as a bonus action on
90 degrees in either direction by spending 5 feet of your turn, you can make the Divine Beast move up to its speed
movement. When moving any direction more than 45 degrees and take one Action. If you succeed as a reaction, you can
away from forward, it moves at half speed. make the Divine Beast take its Reaction.
Some Divine Beast attacks are made by a specific part of its If you fail the piloting check, the Divine Beast does nothing,
body, and so the target must be within the listed range of that unless the Main Control Console is Maliced, in which case it
body part to be targeted by that attack. acts at Ganon's command instead.

23
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Enemies

"This common species is a nuisance all over Hyrule. Some
have unified and have formed factions of bandits. While not
very clever, they are at least intelligent enough to hunt beasts
and grill the meat for food. Though they're typically
ferocious carnivores, they actually enjoy fruit as well."


Medium humanoid (goblinoid), Chaotic Evil

Armor Class 14 (Shield) Medium humanoid (goblinoid), Chaotic Evil
Hit Points 7 (2d6)
Speed 30 ft Armor Class 15 (Shield)
Hit Points 21 (6d6)
Speed 30 ft
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 8 (-1) 8 (-1) 8 (-1)
STR DEX CON INT WIS CHA
Senses Darkvision 60 ft., Passive Perception 9 8 (-1) 16 (+3) 10 (+0) 8 (-1) 8 (-1) 8 (-1)
Languages Moblin
Challenge 1/4 (50 XP) Skills Survival +1
Senses Darkvision 60 ft., Passive Perception 9
Actions Languages Moblin
Challenge 1 (200 XP)
Club. Melee Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) Bludgeoning damage
Actions
Spear. Two-Handed Melee Attack: +4 to hit, reach 10 Club. Melee Attack: +5 to hit, reach 5 ft., one target.
ft., one target. Hit: 6 (1d8+2) Piercing damage Hit: 6 (1d6+3) Bludgeoning damage
Claws. Melee Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4+2) Slashing damage Spear. Two-Handed Melee Attack: +5 to hit, reach 10
ft., one target. Hit: 7 (1d8+3) Piercing damage
Shortbow. Two-Handed Ranged Attack: +4 to hit,
range 80/320 ft., one target. Hit: 5 (1d6+2) Piercing Claws. Melee Attack: +5 to hit, reach 5 ft., one target.
damage Hit: 5 (1d4+3) Slashing damage
Shortbow. Two-Handed Ranged Attack: +5 to hit,
range 80/320 ft., one target. Hit: 6 (1d6+3) Piercing
damage

 Improved Critical. The Bokoblin scores a critical hit on a


Medium humanoid (goblinoid), Chaotic Evil roll of 19 or 20 on the d20.

Armor Class 16 (Shield) Actions


Hit Points 45 (10d6+10) Multiattack. The Bokoblin makes two melee attacks
Speed 30 ft
Shortsword. Melee Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6+4) Piercing damage
STR DEX CON INT WIS CHA
Spear. Two-Handed Melee Attack: +7 to hit, reach 10 ft.,
8 (-1) 18 (+4) 12 (+1) 8 (-1) 8 (-1) 8 (-1) one target. Hit: 8 (1d8+4) Piercing damage
Claws. Melee Attack: +7 to hit, reach 5 ft., one target.
Saving throws Strength +2 Hit: 6 (1d4+4) Slashing damage
Skills Perception +2, Survival +2
Senses Darkvision 60 ft., Passive Perception 12 Shortbow. Two-Handed Ranged Attack: +7 to hit, range
Languages Moblin 80/320 ft., one target. Hit: 7 (1d6+4) Piercing damage
Challenge 2 (450 XP)

25
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Medium humanoid (goblinoid), Chaotic Evil Medium humanoid (goblinoid), Chaotic Evil

Armor Class 18 (Natural Armor, Shield) Armor Class 19 (Natural Armor, Shield)
Hit Points 88 (16d6+32) Hit Points 165 (22d6+88)
Speed 30 ft Speed 30 ft

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 14 (+2) 8 (-1) 8 (-1) 8 (-1) 8 (-1) 20 (+5) 18 (+4) 8 (-1) 10 (+0) 8 (-1)

Saving throws Strength +4 Saving throws Strength +5


Skills Athletics +4, Perception +4, Survival +4 Skills Athletics +5, Perception +6, Survival +6
Damage Resistances Bludgeoning, Piercing, and Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Slashing From Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13 Senses Darkvision 60 ft., Passive Perception 13
Languages Moblin Languages Moblin
Challenge 9 (5,000 XP) Challenge 15 (13,000)

Improved Critical. The Bokoblin scores a critical hit on Superior Critical. The Bokoblin scores a critical hit on
a roll of 19 or 20 on the d20. a roll of 18 to 20 on the d20.
Legendary Resistance (1/day). If the Bokoblin fails a Legendary Resistance (3/day). If the Bokoblin fails a
saving throw, it can choose to succeed instead. saving throw, it can choose to succeed instead.
Actions Actions
Multiattack. The Bokoblin makes three melee attacks Multiattack. The Bokoblin makes four melee attacks
Longsword. Melee Attack: +10 to hit, reach 5 ft., one Longsword. Melee Attack: +11 to hit, reach 5 ft., one
target. Hit: 9 (1d8+5) Slashing damage target. Hit: 9 (1d8+5) Slashing damage
Glaive. Two-Handed Melee Attack: +10 to hit, reach Glaive. Two-Handed Melee Attack: +11 to hit, reach
10 ft., one target. Hit: 10 (1d10+5) Piercing damage 10 ft., one target. Hit: 10 (1d10+5) Piercing damage
Claws. Melee Attack: +10 to hit, reach 5 ft., one Claws. Melee Attack: +11 to hit, reach 5 ft., one
target. Hit: 7 (1d4+5) Slashing damage target. Hit: 7 (1d4+5) Slashing damage
Shortbow. Two-Handed Ranged Attack: +10 to hit, Shortbow. Two-Handed Ranged Attack: +11 to hit,
range 80/320 ft., one target. Hit: 8 (1d6+5) Piercing range 80/320 ft., one target. Hit: 8 (1d6+5) Piercing
damage damage
Legendary Actions Legendary Actions
The Bokoblin can take 3 legendary actions, only one The Bokoblin can take 3 legendary actions, only one
at a time and only at the end of another creature's at a time and only at the end of another creature's
turn. The Bokoblin regains spent legendary actions at turn. The Bokoblin regains spent legendary actions at
the start of its turn. the start of its turn.
Attack. The Bokoblin makes one attack. Attack. The Bokoblin makes one attack.

"This heavyweight species of monster can be found all over
Hyrule. They're physically very strong, their legs alone strong
enough to resist the force of a bomb blast. They're much more
dangerous than Bokoblins. In fact, Moblins have been known
to pick up Bokoblins and throw them as makeshift projectile
weapons."


Large humanoid (goblinoid), Chaotic Evil

Armor Class 12 (Natural Armor)


Hit Points 30 (4d10+8)

Speed 30 ft Large humanoid (goblinoid), Chaotic Evil

Armor Class 13 (Natural Armor)


STR DEX CON INT WIS CHA Hit Points 68 (8d10+24)
17 (+3) 10 (+0) 14 (+2) 8 (-1) 8 (-1) 8 (-1) Speed 30 ft

Senses Darkvision 60 ft., Passive Perception 9 STR DEX CON INT WIS CHA
Languages Moblin
Challenge 1 (200 XP) 19 (+4) 10 (+0) 16 (+3) 8 (-1) 8 (-1) 8 (-1)

Actions Senses Darkvision 60 ft., Passive Perception 9


Languages Moblin
Greatclub. Melee Attack: +5 to hit, reach 5 ft., one Challenge 2 (450 XP)
target. Hit: 12 (2d8+3) Bludgeoning damage
Spear. Melee Attack: +5 to hit, reach 10 ft., one Actions
target. Hit: 10 (2d6+3) Piercing damage
Greatclub. Melee Attack: +7 to hit, reach 5 ft., one
Gore. Melee Attack: +5 to hit, reach 5 ft., one target. target. Hit: 13 (2d8+4) Bludgeoning damage
Hit: 8 (1d10+3) Piercing damage
Spear. Melee Attack: +7 to hit, reach 10 ft., one
Javelin. Ranged Attack: +5 to hit, range 30/120 ft., target. Hit: 11 (2d6+4) Piercing damage
one target. Hit: 8 (1d10+3) Piercing damage
Gore. Melee Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d10+4) Piercing damage
Javelin. Ranged Attack: +7 to hit, range 30/120 ft.,
one target. Hit: 9 (1d10+4) Piercing damage

 Danger Sense. The Moblin has advantage on Dexterity


saving throws against effects it can see.
Large humanoid (goblinoid), Chaotic Evil
Actions
Armor Class 14 (Natural Armor)
Hit Points 114 (12d10+32) Multiattack. The Moblin makes two melee attacks
Speed 30 ft Greatsword. Melee Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (2d10+5) Slashing damage
STR DEX CON INT WIS CHA Glaive. Melee Attack: +9 to hit, reach 15 ft., one target.
Hit: 14 (2d8+5) Piercing damage
20 (+5) 10 (+0) 18 (+4) 8 (-1) 8 (-1) 8 (-1)
Gore. Melee Attack: +9 to hit, reach 5 ft., one target. Hit:
Senses Darkvision 60 ft., Passive Perception 9 9 (1d10+5) Piercing damage
Languages Moblin Javelin. Ranged Attack: +9 to hit, range 30/120 ft., one
Challenge 5 (1,800 XP) target. Hit: 9 (1d10+5) Piercing damage

27
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Large humanoid (goblinoid), Chaotic Evil Large humanoid (goblinoid), Chaotic Evil

Armor Class 15 (Natural Armor) Armor Class 16 (Natural Armor)


Hit Points 168 (16d10+80) Hit Points 276 (24d10+144)
Speed 30 ft Speed 30 ft

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 8 (-1) 8 (-1) 8 (-1) 24 (+7) 10 (+0) 22 (+6) 8 (-1) 8 (-1) 8 (-1)

Damage Resistances Bludgeoning, Piercing, and Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Slashing From Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 9 Senses Darkvision 60 ft., Passive Perception 9
Languages Moblin Languages Moblin
Challenge 18 (20,000 XP) Challenge 23 (50,000 XP)

Danger Sense. The Moblin has advantage on Dexterity Danger Sense. The Moblin has advantage on Dexterity
saving throws against effects it can see. saving throws against effects it can see.
Legendary Resistance (1/day). If the Moblin fails a Legendary Resistance (3/day). If the Moblin fails a
saving throw, it can choose to succeed instead. saving throw, it can choose to succeed instead.
Actions Actions
Multiattack. The Moblin makes three melee attacks Multiattack. The Moblin makes three melee attacks
Magic Greatsword. Melee Attack: +11 to hit, reach 10 Magic Greatsword. Melee Attack: +14 to hit, reach 10
ft., one target. Hit: 17 (2d10+6) Slashing damage ft., one target. Hit: 18 (2d10+7) Slashing damage
plus 3 (1d6) fire, cold, or lightning damage plus 7 (2d6) fire, cold, or lightning damage
Glaive. Melee Attack: +11 to hit, reach 15 ft., one Glaive. Melee Attack: +14 to hit, reach 15 ft., one
target. Hit: 14 (2d8+5) Piercing damage target. Hit: 15 (2d8+6) Piercing damage
Gore. Melee Attack: +11 to hit, reach 5 ft., one Gore. Melee Attack: +14 to hit, reach 5 ft., one
target. Hit: 9 (1d10+5) Piercing damage target. Hit: 10 (1d10+6) Piercing damage
Javelin. Ranged Attack: +11 to hit, range 30/120 ft., Javelin. Ranged Attack: +14 to hit, range 30/120 ft.,
one target. Hit: 9 (1d10+5) Piercing damage one target. Hit: 10 (1d10+6) Piercing damage
Legendary Actions Legendary Actions
The Moblin can take 3 legendary actions, choosing The Moblin can take 3 legendary actions, choosing
from the options below. Only one legendary action from the options below. Only one legendary action
option can be used at a time and only at the end of option can be used at a time and only at the end of
another creature’s turn. The Moblin regains spent another creature’s turn. The Moblin regains spent
legendary actions at the start of their turn. legendary actions at the start of their turn.
Attack. The Moblin makes one attack. Attack. The Moblin makes one attack.
Spin Attack (Costs 2 Actions). The Moblin spins with Spin Attack (Costs 2 Actions). The Moblin spins with
its weapon, hitting all creatures in a 10 foot radius. its weapon, hitting all creatures in a 10 foot radius.
They must make DC 19 Strength saving throws. On a They must make DC 19 Strength saving throws. On a
failed save they take 14 (2d8+5) Slashing damage failed save they take 14 (2d8+5) Slashing damage
and are knocked prone. On a successful save they and are knocked prone. On a successful save they
take half as much damage and are not knocked take half as much damage and are not knocked
prone. prone.

"These quick-witted, lizard-like monsters can be found all over
Hyrule. They're a sly species that lurks underwater or uses
camouflage to blend in with the environment to launch
ambushes. Moreover, they never sleep."

 
Medium humanoid (lizardfolk), Chaotic Evil Medium humanoid (lizardfolk), Chaotic Evil

Armor Class 15 (Natural Armor, Shield) Armor Class 17 (Natural Armor, Shield)
Hit Points 22 (4d8+4) Hit Points 52 (8d8+16)
Speed 40 ft., swim 40 ft. Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 13 (+1) 8 (-1) 8 (-1) 8 (-1) 10 (+0) 17 (+3) 15 (+2) 8 (-1) 8 (-1) 8 (-1)

Skills Perception +1, Stealth +6 Skills Perception +2, Stealth +7


Senses Darkvision 60 ft., Passive Perception 11 Senses Darkvision 60 ft., Passive Perception 9
Languages Moblin Languages Moblin
Challenge 1/4 (50 XP) Challenge 2 (450 XP)

Ambush. It has advantage on Stealth checks while Camouflage. It has advantage on all Stealth checks.
underwater.
Sneak Attack. It deals an additional 3 (1d6) damage
Actions on one attack per turn when it has advantage, or
when the target is threatened by another enemy.
Boomerang. Melee Attack: +4 to hit, reach 5 ft., or
Ranged Attack: +4 to hit, range 20/60 ft., one target. Actions
Hit: 5 (1d6+2) Slashing damage
Boomerang. Melee Attack: +6 to hit, reach 5 ft., or
Bite. Melee Attack: +4 to hit, reach 5 ft., one target. Ranged Attack: +6 to hit, range 20/60 ft., one target.
Hit: 5 (1d6+2) Piercing damage Hit: 7 (1d8+3) Slashing damage
Water Blast. It creates a line of water from its mouth, Bite. Melee Attack: +6 to hit, reach 5 ft., one target.
up to 30 feet long. All creatures in that line must Hit: 6 (1d6+3) Piercing damage
succeed on a Dexterity saving throw or take 7 (2d6)
Shortbow. Two-Handed Ranged Attack: +8 to hit,
bludgeoning damage and be knocked back 5 feet.
range 80/320 ft., one target. Hit: 6 (1d6+3) Piercing
This action can only be taken while in water.
damage

 Camouflage. It has advantage on all Stealth checks.


Medium humanoid (lizardfolk), Chaotic Evil Sneak Attack. It deals an additional 7 (2d6) damage on
one attack per turn when it has advantage, or when the
Armor Class 19 (Natural Armor, Shield) target is threatened by another enemy.
Hit Points 78 (12d8+16)
Speed 40 ft., swim 40 ft. Actions
Multiattack. The Lizalfos makes two melee attacks
STR DEX CON INT WIS CHA Boomerang. Melee Attack: +8 to hit, reach 5 ft., or
Ranged Attack: +8 to hit, range 30/120 ft., one target.
10 (+0) 19 (+4) 15 (+2) 8 (-1) 8 (-1) 8 (-1) Hit: 9 (1d10+4) Slashing damage
Skills Perception +3, Stealth +8 Bite. Melee Attack: +8 to hit, reach 5 ft., one target. Hit:
Senses Darkvision 60 ft., Passive Perception 13 7 (1d6+4) Piercing damage
Languages Moblin Longbow. Two-Handed Ranged Attack: +8 to hit, range
Challenge 5 (1,800 XP) 150/600 ft., one target. Hit: 8 (1d8+4) Piercing damage

29
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Medium humanoid (lizardfolk), Chaotic Evil Medium humanoid (lizardfolk), Chaotic Evil

Armor Class 17 (Natural Armor, Shield) Armor Class 17 (Natural Armor, Shield)
Hit Points 52 (8d8+16) Hit Points 52 (8d8+16)
Speed 40 ft., swim 40 ft. Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 15 (+2) 8 (-1) 8 (-1) 8 (-1) 10 (+0) 17 (+3) 15 (+2) 8 (-1) 8 (-1) 8 (-1)

Skills Perception +2, Stealth +7 Skills Perception +2, Stealth +7


Damage Vulnerabilities cold Damage Vulnerabilities fire
Damage Resistances fire Damage Resistances cold
Senses Darkvision 60 ft., Passive Perception 9 Senses Darkvision 60 ft., Passive Perception 9
Languages Moblin Languages Moblin
Challenge 3 (700 XP) Challenge 3 (700 XP)

Camouflage. It has advantage on all Stealth checks. Camouflage. It has advantage on all Stealth checks.

Actions Actions
Boomerang. Melee Attack: +6 to hit, reach 5 ft., or Boomerang. Melee Attack: +6 to hit, reach 5 ft., or
Ranged Attack: +6 to hit, range 20/60 ft., one target. Ranged Attack: +6 to hit, range 20/60 ft., one target.
Hit: 7 (1d8+3) Slashing damage Hit: 7 (1d8+3) Slashing damage
Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Bite. Melee Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) Piercing damage Hit: 6 (1d6+3) Piercing damage
Magic Longbow. Two-Handed Ranged Attack: +6 to Magic Longbow. Two-Handed Ranged Attack: +6 to
hit, range 150/600 ft., one target. Hit: 7 (1d8+3) hit, range 150/600 ft., one target. Hit: 7 (1d8+3)
Piercing damage plus 3 (1d6) fire damage Piercing damage plus 3 (1d6) cold damage
Fire Breath (Recharge 5-6). The Lizalfos exhales fire in Cold Breath (Recharge 5-6). The Lizalfos exhales icy
a 15-foot cone. Each creature in that area must make mist in a 15-foot cone. Each creature in that area
a DC 13 Dexterity saving throw, taking 14 (4d6) fire must make a DC 13 Dexterity saving throw, taking
damage on a failed save, or half as much on a 14 (4d6) cold damage on a failed save, or half as
successful one. much on a successful one.

 Camouflage. It has advantage on all Stealth checks.


Medium humanoid (lizardfolk), Chaotic Evil
Actions
Armor Class 17 (Natural Armor, Shield) Boomerang. Melee Attack: +6 to hit, reach 5 ft., or
Hit Points 52 (8d8+16) Ranged Attack: +6 to hit, range 20/60 ft., one target.
Speed 40 ft., swim 40 ft. Hit: 7 (1d8+3) Slashing damage
Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit:
6 (1d6+3) Piercing damage
STR DEX CON INT WIS CHA
Magic Longbow. Two-Handed Ranged Attack: +6 to hit,
10 (+0) 17 (+3) 15 (+2) 8 (-1) 8 (-1) 8 (-1) range 150/600 ft., one target. Hit: 7 (1d8+3) Piercing
damage plus 3 (1d6) lightning damage
Skills Perception +2, Stealth +7
Damage Resistances lightning Lightning Breath (Recharge 5-6). The Lizalfos exhales
Senses Darkvision 60 ft., Passive Perception 9 lightning in a 30-foot line. Each creature in that area
Languages Moblin must make a DC 13 Dexterity saving throw, taking 14
Challenge 4 (1,100 XP) (4d6) lightning damage on a failed save, or half as much
on a successful one.

30
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Medium humanoid (lizardfolk), Chaotic Evil Medium humanoid (lizardfolk), Chaotic Evil

Armor Class 20 (Natural Armor, Shield) Armor Class 22 (Natural Armor, Shield)
Hit Points 120 (16d8+48) Hit Points 187 (22d8+88)
Speed 50 ft., swim 50 ft. Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 8 (-1) 8 (-1) 8 (-1) 10 (+0) 22 (+6) 18 (+4) 8 (-1) 8 (-1) 8 (-1)

Skills Perception +4, Stealth +10 Skills Perception +6, Stealth +13
Damage Resistances Cold, Fire, or Lightning; Damage Resistances Cold, Fire, and Lightning;
Bludgeoning, Piercing, and Slashing From Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13 Senses Darkvision 60 ft., Passive Perception 13
Languages Moblin Languages Moblin
Challenge 17 (18,000 XP) Challenge 23 (50,000 XP)

Camouflage. It has advantage on all Stealth checks. Camouflage. It has advantage on all Stealth checks.
Sneak Attack. It deals an additional 10 (3d6) damage Sneak Attack. It deals an additional 14 (4d6) damage
on one attack per turn when it has advantage, or on one attack per turn when it has advantage, or
when the target is threatened by another enemy. when the target is threatened by another enemy.
Legendary Resistance (1/day). If the Lizalfos fails a Legendary Resistance (3/day). If the Lizalfos fails a
saving throw, it can choose to succeed instead. saving throw, it can choose to succeed instead.
Actions Actions
Multiattack. The Lizalfos makes three melee attacks Multiattack. The Lizalfos makes four melee attacks
Boomerang. Melee Attack: +10 to hit, reach 5 ft., or Boomerang. Melee Attack: +13 to hit, reach 5 ft., or
Ranged Attack: +10 to hit, range 30/120 ft., one Ranged Attack: +13 to hit, range 30/120 ft., one
target. Hit: 10 (1d10+5) Slashing damage target. Hit: 11 (1d10+6) Slashing damage
Bite. Melee Attack: +10 to hit, reach 5 ft., one target. Bite. Melee Attack: +13 to hit, reach 5 ft., one target.
Hit: 8 (1d6+5) Piercing damage Hit: 9 (1d6+6) Piercing damage
Magic Longbow. Two-Handed Ranged Attack: +10 to Magic Longbow. Two-Handed Ranged Attack: +13 to
hit, range 150/600 ft., one target. Hit: 10 (1d10+5) hit, range 150/600 ft., one target. Hit: 11 (1d10+6)
Piercing damage plus 7 (2d6) cold, fire, or lightning Piercing damage plus 10 (3d6) fire, cold, or lightning
damage damage
Legendary Actions Legendary Actions
The Lizalfos can take 3 legendary actions, only one at The Lizalfos can take 3 legendary actions, only one at
a time and only at the end of another creature's turn. a time and only at the end of another creature's turn.
The Bokoblin regains spent legendary actions at the The Lizalfos regains spent legendary actions at the
start of its turn. start of its turn.
Attack. The Lizalfos makes one attack. Attack. The Lizalfos makes one attack.

31

These once aquatic animals have adapted numerous forms to
suit their various environments. They use their camouflage
coloring and a piece of their local environment to stay hidden
below the surface, then leap up to spit rocks at the unwary.


Small beast, Unaligned

Armor Class 12
Hit Points 9 (2d6+2)
Speed 10
Challenge 1 (200 XP)

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 2 (-4)

Skills Stealth +8, Perception +4


Senses Tremorsense 60 ft., Passive Perception 13
Languages --

Sniper. The Octorok can Hide as a bonus action.


Camouflage. The Octorok has advantage on Stealth
checks made in its favored terrain.
Sneak Attack. It deals an additional 3 (1d6) damage
on one attack per turn when it has advantage, or
when the target is threatened by another enemy.
Actions
Spit Rock. Ranged Attack: +5 to hit, range 30/120 ft.,
one target. Hit: 5 (1d6+2) bludgeoning damage

  


Favored terrain water Favored terrain grass, shrubs Favored terrain rocky
Speed Swim 30, Fly 10 (hover) Speed Burrow 30 Speed Burrow 30
Hides under water plants Hides under a shrub Hides under a rock

  


Favored terrain snowy Favored terrain sandy Favored terrain clouds
Speed Burrow 30 Speed Burrow 30 Speed Fly 30 (hover)
Damage Vulnerabilities fire
Hides under a wooden chest Hides in clouds
Damage Resistances cold
Hides under snow

32
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

These spell-casting monsters can be found all over Hyrule.
They use their magic rods to hurl elemental spell attacks,
summon elemental monsters, and change the weather.


Medium fey, Chaotic Evil

Armor Class 15
Hit Points 18 (5d8-5)
Speed 25
Challenge 2 (450 XP)

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 8 (-1) 11 (+0) 17 (+3) 12 (+1)

Medium fey, Chaotic Evil
Saving Throws Wisdom +5
Damage Vulnerabilities cold Armor Class 17
Damage Resistances fire Hit Points 25 (7d8-7)
Senses Passive Perception 13 Speed 25
Languages Moblin, Sylvan Challenge 4 (1,100 XP)

Airwalk. The Wizzrobe can use its walking speed to


walk through the air at up to a 45 degree angle. STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 8 (-1) 11 (+0) 19 (+4) 12 (+1)
Arcane Focus. The Wizzrobe uses its Fire Rod as an
arcane focus. Without it, it cannot use its Fire Rod,
Summon Monsters, or Change Weather actions. Saving Throws Wisdom +7
Damage Vulnerabilities cold
Actions Damage Resistances fire
Senses Passive Perception 14
Fire Rod. Ranged Spell Attack: +5 to hit, range 60 ft., Languages Moblin, Sylvan
one target. Hit: 7 (2d6) fire damage
Summon Monsters (Recharge 6). 3 (1d4+1) Fire Airwalk. The Wizzrobe can use its walking speed to
Keese or Small Fire Chuchus appear in unoccupied walk through the air at up to a 45 degree angle.
spaces within 30 feet of the Wizzrobe.
Arcane Focus. The Wizzrobe uses its Meteo Rod as
Change Weather. The temperature in the Wizzrobe's an arcane focus. Without it, it cannot use its Meteo
vicinity becomes unbearably hot, dealing 2 (1d4) fire Rod, Summon Monsters, or Change Weather actions.
damage to each creature without fire resistance that
starts its turn within 300 feet of the Wizzrobe. This Actions
effect persists for one hour or until the Wizzrobe is Meteo Rod. Ranged Spell Attack: +7 to hit, range 60
reduced to 0 hit points. ft., three targets. Hit: 10 (3d6) fire damage
Invisibility. As a bonus action on its turn, the
Wizzrobe becomes invisible, or ends its invisibility. Summon Monsters (Recharge 6). 5 (1d6+2) Fire
While invisible it is immune to all damage but can Keese or Small Fire Chuchus appear in unoccupied
take no actions other than to end its invisibility. spaces within 30 feet of the Wizzrobe.
Change Weather. The temperature in the Wizzrobe's
vicinity becomes unbearably hot, dealing 3 (1d6) fire
damage to each creature without fire resistance that
starts its turn within 300 feet of the Wizzrobe. This
effect persists for one hour or until the Wizzrobe is
reduced to 0 hit points.
Invisibility. As a bonus action on its turn, the
Wizzrobe becomes invisible, or ends its invisibility.
While invisible it is immune to all damage but can
take no actions other than to end its invisibility.

33
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Medium fey, Chaotic Evil

Armor Class 15
Hit Points 18 (5d8-5)
Speed 25
Challenge 2 (450 XP)

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 8 (-1) 11 (+0) 17 (+3) 12 (+1)

Saving Throws Wisdom +5


Damage Vulnerabilities fire
Damage Resistances cold
Senses Passive Perception 13
Languages Moblin, Sylvan

Airwalk. The Wizzrobe can use its walking speed to



Medium fey, Chaotic Evil
walk through the air at up to a 45 degree angle.
Arcane Focus. The Wizzrobe uses its Ice Rod as an Armor Class 17
arcane focus. Without it, it cannot use its Ice Rod, Hit Points 25 (7d8-7)
Summon Monsters, or Change Weather actions. Speed 25
Challenge 4 (1,100 XP)
Actions
Ice Rod. Ranged Spell Attack: +5 to hit, range 60 ft.,
one target. Hit: 7 (2d6) cold damage STR DEX CON INT WIS CHA

Summon Monsters (Recharge 6). 3 (1d4+1) Ice Keese 8 (-1) 18 (+4) 8 (-1) 11 (+0) 19 (+4) 12 (+1)
or Small Ice Chuchus appear in unoccupied spaces
within 30 feet of the Wizzrobe. Saving Throws Wisdom +7
Damage Vulnerabilities fire
Change Weather. The temperature in the Wizzrobe's Damage Resistances cold
vicinity becomes unbearably cold, dealing 2 (1d4) Senses Passive Perception 14
cold damage to each creature without cold Languages Moblin, Sylvan
resistance that starts its turn within 300 feet of the
Wizzrobe. This effect persists for one hour or until
the Wizzrobe is reduced to 0 hit points. Airwalk. The Wizzrobe can use its walking speed to
walk through the air at up to a 45 degree angle.
Invisibility. As a bonus action on its turn, the
Wizzrobe becomes invisible, or ends its invisibility. Arcane Focus. The Wizzrobe uses its Blizz Rod as an
While invisible it is immune to all damage but can arcane focus. Without it, it cannot use its Blizz Rod,
take no actions other than to end its invisibility. Summon Monsters, or Change Weather actions.
Actions
Blizz Rod. Ranged Spell Attack: +7 to hit, range 60 ft.,
three targets. Hit: 10 (3d6) cold damage
Summon Monsters (Recharge 6). 5 (1d6+2) Ice Keese
Magic Rods or Small Ice Chuchus appear in unoccupied spaces
Each Wizzrobe has a Magic Rod. This is a wand with within 30 feet of the Wizzrobe.
6 charges that can be used as an arcane focus. Change Weather. The temperature in the Wizzrobe's
A non-Wizzrobe wielder can expend one charge vicinity becomes unbearably cold, dealing 3 (1d6)
to use the Wizzrobe's Rod action as a spell attack. cold damage to each creature without cold
Wisdom is the spellcasting ability for this attack. resistance that starts its turn within 300 feet of the
The Rod regains 1d6 charges each dawn. Wizzrobe. This effect persists for one hour or until
Fire Rods, Ice Rods, and Electric Rods are the Wizzrobe is reduced to 0 hit points.
Uncommon magic items, while Meteo Rods, Blizz
Rods, and Thunder Rods are Rare. Invisibility. As a bonus action on its turn, the
Wizzrobe becomes invisible, or ends its invisibility.
While invisible it is immune to all damage but can
take no actions other than to end its invisibility.

34
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Medium fey, Chaotic Evil

Armor Class 15
Hit Points 18 (5d8-5)
Speed 25
Challenge 2 (450 XP)

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 8 (-1) 11 (+0) 17 (+3) 12 (+1)

Saving Throws Wisdom +5


Damage Resistances lightning
Senses Passive Perception 13
Languages Moblin, Sylvan

Airwalk. The Wizzrobe can use its walking speed to


walk through the air at up to a 45 degree angle.

Medium fey, Chaotic Evil
Arcane Focus. The Wizzrobe uses its Electric Rod as
an arcane focus. Without it, it cannot use its Electric Armor Class 17
Rod, Summon Monsters, or Change Weather actions. Hit Points 25 (7d8-7)
Speed 25
Actions Challenge 5 (1,800 XP)
Electric Rod. Ranged Spell Attack: +5 to hit, range 60
ft., one target. Hit: 7 (2d6) lightning damage
STR DEX CON INT WIS CHA
Summon Monsters (Recharge 6). 3 (1d4+1) Electric
Keese or Small Electric Chuchus appear in 8 (-1) 18 (+4) 8 (-1) 11 (+0) 19 (+4) 12 (+1)
unoccupied spaces within 30 feet of the Wizzrobe.
Saving Throws Wisdom +7
Change Weather. The Wizzrobe starts an electric Damage Resistances lightning
storm in its vicinity, dealing 2 (1d4) lightning Senses Passive Perception 14
damage to each creature without lightning resistance Languages Moblin, Sylvan
that starts its turn within 300 feet of the Wizzrobe.
This effect persists for one hour or until the
Wizzrobe is reduced to 0 hit points. Airwalk. The Wizzrobe can use its walking speed to
walk through the air at up to a 45 degree angle.
Invisibility. As a bonus action on its turn, the
Wizzrobe becomes invisible, or ends its invisibility. Arcane Focus. The Wizzrobe uses its Thunder Rod as
While invisible it is immune to all damage but can an arcane focus. Without it, it cannot use its Thunder
take no actions other than to end its invisibility. Rod, Summon Monsters, or Change Weather actions.
Actions
Thunder Rod. Ranged Spell Attack: +7 to hit, range
60 ft., three targets. Hit: 10 (3d6) lightning damage
Summon Monsters (Recharge 6). 5 (1d6+2) Electric
Keese or Small Electric Chuchus appear in
unoccupied spaces within 30 feet of the Wizzrobe.
Change Weather. The Wizzrobe starts an electric
storm in its vicinity, dealing 3 (1d6) lightning
damage to each creature without lightning resistance
that starts its turn within 300 feet of the Wizzrobe.
This effect persists for one hour or until the
Wizzrobe is reduced to 0 hit points.
Invisibility. As a bonus action on its turn, the
Wizzrobe becomes invisible, or ends its invisibility.
While invisible it is immune to all damage but can
take no actions other than to end its invisibility.

35
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

This nocturnal bat-like species is weak enough to fell with a
single strike. Sometimes they attack in packs, and some of
them have elemental attacks.


Tiny beast, Unaligned

Armor Class 12
Hit Points 1 (1d4-1)
Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA


2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) 
Large swarm of Tiny beasts, unaligned
Senses Blindsight 60 ft., passive Perception 11
Languages --
Challenge 0 (10 XP) Armor Class 12
Hit Points 28 (5d10)
Echolocation. The Keese can't use its blindsight while Speed 0 ft., fly 30 ft.
deafened.
Keen Hearing. The Keese has advantage on STR DEX CON INT WIS CHA
Perception checks that rely on hearing.
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
Actions
Damage Resistances bludgeoning, piercing, slashing
Bite. Melee Attack: +0 to hit, Reach 5 ft., one target. Condition Immunities charmed, frightened, paralyzed,
Hit: 1 piercing damage petrified, prone, restrained, stunned
Senses Blindsight 60 ft., passive Perception 11
Languages --
Challenge 1/4 (50 XP)
Fire, Ice or Electric Keese
These Keese do an additional 3 (1d6) fire, cold, or Actions
lightning damage with their Bite attack, and have
damage immunity of the same type. One of these Bites. Melee Attack: +4 to hit, Reach 0 ft., one target
Keese is CR 1/8 (25 XP), while a swarm of them is in the swarm's space. Hit: 5 (2d4) piercing damage,
CR 1/2 (100 XP). or 2 (1d4) piercing damage if the swarm has half its
hit points or fewer

36

"This gel-based monster can be found all over Hyrule. It tends
to spring its attacks on unsuspecting prey from the ground or
from trees. Its strength varies by size, and the type of damage
it deals varies depending on whether the Chuchu was heated
up, cooled down, or shocked."


Small Ooze, Unaligned

Armor Class 9
Hit Points 13 (2d6+6)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 8 (-1) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

Skills Stealth +3
Damage Vulnerabilities Slashing, Piercing
Damage Resistances Bludgeoning, Thunder
Damage Immunities Acid, Cold, Fire, or Lightning
Condition Immunities Deafened, Exhaustion, Prone
Senses Passive Perception 8
Languages --
Challenge 1/4 (50)

Splash. Whenever a creature hits the Chuchu with a


melee attack, that creature must make a DC 15
Dexterity saving throw or take 3 (1d6) acid, cold,
fire, or lightning damage.
Bounce. The Chuchu can make a standing 15 foot
leap as a bonus action. If it makes this leap straight Skills Stealth +6
toward a creature and then hits that creature with a Damage Vulnerabilities Slashing, Piercing
Slam attack, that creature takes an additional 7 (2d6) Damage Resistances Bludgeoning, Thunder
acid, cold, fire, or lightning damage. Damage Immunities Acid, Cold, Fire, or Lightning
Condition Immunities Deafened, Exhaustion, Prone
Actions Senses Passive Perception 8
Slam. Melee Attack: +3 to hit, reach 5 ft., one target. Languages --
Hit: 4 (1d6+1) acid, cold, fire, or lightning damage Challenge 3 (700)

Splash. Whenever a creature hits the Chuchu with a


melee attack, that creature must make a DC 18
Dexterity saving throw or take 7 (2d6) acid, cold,
 fire, or lightning damage.

Large Ooze, Unaligned Charge. If the Chuchu moves 10 feet straight toward
a creature and then hits that creature with a Slam
attack, that creature takes an additional 7 (2d6) acid,
Armor Class 8 cold, fire, or lightning damage.
Hit Points 76 (8d10+32)
Speed 20 ft., climb 20 ft. Divide. When the Large Chuchu dies, it spawns
1d4+1 Small Chuchus of the same type in its place.

STR DEX CON INT WIS CHA Actions


14 (+2) 6 (-2) 18 (+4) 1 (-5) 6 (-2) 2 (-4) Slam. Melee Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (3d6+2) acid, cold, fire, or lightning damage

37
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 Malice Sponge. Whenever the Malice Slime is dealt
necrotic damage, prevent that damage and it regains
Various Size Ooze, Neutral Evil
that many hitpoints instead.

Armor Class 8 Regeneration. The Malice Slime regains 2 hit points at


Hit Points 15 (2d6+8) the start of its turn if it has at least 1 hit point.
Speed -- Liquid Body. The Malice Slime is immune to any effect
that would cause it to move. It can take up any number
of contiguous squares, but has one 5-foot square that
STR DEX CON INT WIS CHA contains its eye. Only that square can be the target of
14 (+2) 6 (-2) 18 (+4) 1 (-5) 6 (-2) 2 (-4) damaging attacks or spells. Squares that do not contain
the eye can be entered by other creatures, but are
considered difficult terrain. At DM discretion, when the
Skills Stealth +6 Malice Slime dies, it may leave behind pools of malice in
Damage Vulnerabilities Radiant some of the area it occupied. These pools of malice do
Damage Resistances Bludgeoning, Piercing, or Slashing not take actions, but count as difficult terrain and deal 3
from Nonmagical Attacks (1d6) necrotic damage to any creature that enters or
Damage Immunities Acid, Cold, Fire, Lightning, Necrotic, starts its turn in its area.
Poison, Thunder
Condition Immunities Charmed, Deafened, Frightened, Actions
Exhaustion, Grappled, Paralyzed, Poisoned, Prone
Senses Passive Perception 8 Corrupt. All creatures within 5 feet of the Malice Slime
Languages -- must make a DC 18 Constitution saving throw, taking
Challenge 2 (450 XP) 14 (3d6+4) necrotic damage on a failed save, or half
that much on a successful one. If the creature is in the
Malice Slime's space, it automatically fails its save.
Splash. Whenever a creature hits the Malice Slime with a
melee attack, that creature must make a DC 18 If the Malice Slime uses the Corrupt action while
Dexterity saving throw, taking 7 (2d6) necrotic damage touching a Control Terminal of a Divine Beast, that
on a failed save. Control Terminal becomes Maliced. If all five Control
Terminals are Maliced and a Malice Slime uses the
Vulnerable Eye: When a critical hit is scored against the Corrupt action while touching the Main Control Console
Malice Slime, it is blinded and stunned until the end of of a Divine Beast, that Main Control Console and Divine
its next turn. Beast becomes Maliced.
Bosses

"These fearsome monsters have lived in Hyrule since ancient
times. They possess intense intelligence, resilience, and
strength, making them among the most dangerous monsters
in all the land. This is compounded by the fact that they have a
natural resistance to all elements. Lynels will not usually
attack on sight, offering a chance to retreat before combat."

 Improved Critical. The Lynel scores a critical hit on a roll


of 19 or 20 on the d20.
Large monstrosity (centaur), Neutral Evil
Legendary Resistance (1/day). If the Lynel fails a saving
throw, it can choose to succeed instead.
Armor Class 18 (Studded Armor, Shield)
Hit Points 102 (12d10+36)
Speed 50
Actions
Multiattack. The Lynel makes two attacks.

STR DEX CON INT WIS CHA Greatclub. One-Handed Melee Attack: +8 to hit, reach
10 ft., one target. Hit: 11 (2d6+4) Bludgeoning damage
19 (+4) 18 (+4) 17 (+3) 13 (+1) 15 (+2) 10 (+0)
Greatsword. One-Handed Melee Attack: +8 to hit, reach
10 ft., one target. Hit: 11 (2d6+4) Slashing damage
Saving Throws Strength +8, Constitution +7
Skills Perception +6 Glaive. One-Handed Melee Attack: +8 to hit, reach 15
Damage Resistances Cold, Fire, and Lightning ft., one target. Hit: 9 (1d10+4) Slashing damage
Condition Immunities Charmed, Frightened Greatbow. Two-Handed Ranged Attack: +8 to hit, range
Senses Darkvision 120 ft., Passive Perception 16 100/400 ft., one target. Hit: 9 (1d10+4) Piercing
Languages Common, Moblin damage plus 3 (1d6) cold, fire, or lightning damage
Challenge 8 (3,900)
Fire Breath (Recharge 5-6). The Lynel exhales fire in a 15-
Danger Sense. The Lynel has advantage on Dexterity foot cone. Each creature in that area must make a DC
saving throws against effects it can see. 15 Dexterity saving throw, taking 17 (5d6) fire damage
on a failed save, or half as much damage on a successful
one.

 Legendary Resistance (1/day). If the Lynel fails a saving


throw, it can choose to succeed instead.
Large monstrosity (centaur), Neutral Evil
Actions
Armor Class 19 (Studded Armor, Shield) Multiattack. The Lynel makes three melee attacks.
Hit Points 190 (20d10+80)
Speed 55 Greatclub. One-Handed Melee Attack: +10 to hit, reach
10 ft., one target. Hit: 12 (2d6+5) Bludgeoning damage
STR DEX CON INT WIS CHA Greatsword. One-Handed Melee Attack: +10 to hit,
reach 10 ft., one target. Hit: 12 (2d6+5) Slashing
21 (+5) 20 (+5) 19 (+4) 13 (+1) 15 (+2) 10 (+0) damage plus 3 (1d6) cold, fire, or lightning damage
Glaive. One-Handed Melee Attack: +10 to hit, reach 15
Saving Throws Strength +10, Constitution +9 ft., one target. Hit: 10 (1d10+5) Slashing damage
Skills Perception +7
Damage Resistances Cold, Fire, and Lightning Greatbow. Two-Handed Ranged Attack: +10 to hit, range
Condition Immunities Charmed, Frightened 100/400 ft., one target. Hit: 10 (1d10+5) Piercing
Senses Darkvision 120 ft., Passive Perception 17 damage plus 7 (2d6) cold, fire, or lightning damage
Languages Common, Moblin Fire Breath (Recharge 5-6). The Lynel exhales fire in a 15-
Challenge 15 (13,000) foot cone. Each creature in that area must make a DC
15 Dexterity saving throw, taking 21 (6d6) fire damage
Danger Sense. The Lynel has advantage on Dexterity on a failed save, or half as much damage on a successful
saving throws against effects it can see. one.
Improved Critical. The Lynel scores a critical hit on a roll
of 19 or 20 on the d20.

40
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Large monstrosity (centaur), Neutral Evil Large monstrosity (centaur), Neutral Evil

Armor Class 20 (Studded Armor, Shield) Armor Class 21 (Studded Armor, Shield)
Hit Points 263 (25d10+125) Hit Points 345 (30d10+180)
Speed 60 Speed 70

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 22 (+6) 21 (+5) 13 (+1) 15 (+2) 10 (+0) 25 (+7) 24 (+7) 23 (+6) 13 (+1) 15 (+2) 10 (+0)

Saving Throws Strength +12, Constitution +11 Saving Throws Strength +12, Constitution +11
Skills Perception +8 Skills Perception +8
Damage Resistances Cold, Fire, and Lightning Damage Resistances Cold, Fire, and Lightning;
Condition Immunities Charmed, Frightened Bludgeoning, Piercing, and Slashing From
Senses Darkvision 120 ft., Passive Perception 18 Nonmagical Attacks
Languages Common, Moblin Condition Immunities Charmed, Frightened
Challenge 19 (22,000) Senses Darkvision 120 ft., Passive Perception 18
Languages Common, Moblin
Danger Sense. The Lynel has advantage on Dexterity Challenge 25 (75,000)
saving throws against effects it can see.
Danger Sense. The Lynel has advantage on Dexterity
Superior Critical. The Lynel scores a critical hit on a saving throws against effects it can see.
roll of 18 to 20 on the d20.
Superior Critical. The Lynel scores a critical hit on a
Legendary Resistance (1/day). If the Lynel fails a
roll of 18 to 20 on the d20.
saving throw, it can choose to succeed instead.
Legendary Resistance (2/day). If the Lynel fails a
Actions saving throw, it can choose to succeed instead.
Multiattack. The Lynel makes four melee attacks.
Actions
Greatclub. One-Handed Melee Attack: +12 to hit, Multiattack. The Lynel makes four melee attacks or
reach 10 ft., one target. Hit: 13 (2d6+6) two ranged attacks.
Bludgeoning damage
Greatclub. One-Handed Melee Attack: +13 to hit,
Greatsword. One-Handed Melee Attack: +12 to hit,
reach 10 ft., one target. Hit: 14 (2d6+7)
reach 10 ft., one target. Hit: 13 (2d6+6) Slashing
Bludgeoning damage
damage plus 7 (2d6) cold, fire, or lightning damage
Greatsword. One-Handed Melee Attack: +13 to hit,
Glaive. One-Handed Melee Attack: +12 to hit, reach
reach 10 ft., one target. Hit: 14 (2d6+7) Slashing
15 ft., one target. Hit: 11 (1d10+6) Slashing damage
damage plus 10 (3d6) cold, fire, or lightning damage
Greatbow. Two-Handed Ranged Attack: +12 to hit,
Glaive. One-Handed Melee Attack: +13 to hit, reach
range 100/400 ft., one target. Hit: 11 (1d10+6)
15 ft., one target. Hit: 12 (1d10+7) Slashing damage
Piercing damage plus 10 (3d6) cold, fire, or lightning
damage Greatbow. Two-Handed Ranged Attack: +13 to hit,
range 100/400 ft., one target. Hit: 12 (1d10+7)
Fire Breath (Recharge 5-6). The Lynel exhales fire in a
Piercing damage plus 14 (4d6) cold, fire, or lightning
15-foot cone. Each creature in that area must make a
damage
DC 15 Dexterity saving throw, taking 24 (7d6) fire
damage on a failed save, or half as much damage on Fire Breath (Recharge 5-6). The Lynel exhales fire in a
a successful one. 30-foot cone. Each creature in that area must make a
DC 15 Dexterity saving throw, taking 35 (10d6) fire
damage on a failed save, or half as much damage on
a successful one.
Legendary Actions
The Lynel can take 3 legendary actions, only one at a
time and only at the end of another creature's turn.
The Lynel regains spent legendary actions at the start
of its turn.
Attack. The Lynel makes one attack.

41
 Actions
Large monstrosity (centaur), Neutral Evil Multiattack. The Lynel makes five melee attacks or three
ranged attacks.
Armor Class 21 (Studded Armor, Shield)
Hit Points 435 (30d10+270) Greatclub. One-Handed Melee Attack: +18 to hit, reach
Speed 70 10 ft., one target. Hit: 17 (2d6+10) Bludgeoning
damage
Greatsword. One-Handed Melee Attack: +18 to hit,
STR DEX CON INT WIS CHA reach 10 ft., one target. Hit: 17 (2d6+10) Slashing
31 (+10) 30 (+10) 29 (+9) 13 (+1) 19 (+4) 10 (+0) damage plus 14 (4d6) cold, fire, or lightning damage
Glaive. One-Handed Melee Attack: +18 to hit, reach 15
Saving Throws Strength +18, Constitution +17 ft., one target. Hit: 15 (1d10+10) Slashing damage
Skills Perception +12 Greatbow. Two-Handed Ranged Attack: +18 to hit, range
Damage Resistances Bludgeoning, Piercing, and Slashing 100/400 ft., one target. Hit: 15 (1d10+10) Piercing
From Nonmagical Attacks damage plus 17 (5d6) cold, fire, or lightning damage
Damage Immunities Cold, Fire, and Lightning
Condition Immunities Charmed, Frightened Fire Breath (Recharge 5-6). The Lynel exhales fire in a 60-
Senses Darkvision 120 ft., Passive Perception 22 foot cone. Each creature in that area must make a DC
Languages Common, Moblin 15 Dexterity saving throw, taking 52 (15d6) fire
Challenge 30 (155,000) damage on a failed save, or half as much damage on a
successful one.
Danger Sense. The Lynel has advantage on Dexterity
saving throws against effects it can see.
Legendary Actions
The Lynel can take 3 legendary actions, only one at a
Legendary Critical. The Lynel scores a critical hit on a roll time and only at the end of another creature's turn. The
of 17 to 20 on the d20. Lynel regains spent legendary actions at the start of its
Legendary Resistance (3/day). If the Lynel fails a saving turn.
throw, it can choose to succeed instead.
Attack. The Lynel makes one attack.

42
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

"The Sheikah of ancient Hyrule developed this as a weapon to
combat Ganon. Its six legs give it extraordinary mobility, and
its powerful laser provides far greater offensive capability than
conventional weaponry. Destroying the legs severely reduces
its mobility. Its laser eye is its weak point."

 Vulnerable Eye: When a critical hit is scored against the


Guardian, it is blinded and stunned until the end of its
Large Construct, Unaligned
next turn.

Armor Class 17 (Natural Armor) Actions


Hit Points 210 (20d10+100) Aim. The Guardian chooses a target within 600 feet of it
Speed 40 and targets it with a small red laser. This laser is visible
but harmless. For each action the Guardian spends
Aiming at a target, its next Laser attack against that
STR DEX CON INT WIS CHA target gets a +1 bonus to its attack and damage rolls,
20 (+5) 15 (+2) 20 (+5) 3 (-4) 11 (+0) 1 (-5) assuming its aim was not interrupted.
Laser (Recharge 4-6). Ranged Attack: +6 to hit, Range
Saving Throws Strength +9, Constitution +9 200/600, one target. Hit 17 (5d6) radiant damage plus
Skills Athletics +9, Perception +4 35 (10d6) fire damage in a 5 foot burst. The Guardian
Damage Vulnerabilities Radiant can only use this attack on a target it is aiming at.
Damage Resistances Fire, Thunder; Bludgeoning,
Piercing, and Slashing From Nonmagical Attacks Legendary Actions
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, The Guardian can take 3 legendary actions, choosing
Paralyzed, Petrified, Poisoned from the options below. Only one legendary action
Senses Darkvision 120 ft., Passive Perception 14 option can be used at a time and only at the end of
Languages Common and Sheikah; cannot speak another creature’s turn. The Guardian regains spent
Challenge 13 (10,000) legendary actions at the start of its turn.
Move. The Guardian moves up to half its speed.
Danger Sense. The Guardian has advantage on Dexterity
saving throws against effects it can see. Aim. The Guardian takes the Aim action.
Laser. The Guardian makes a Laser attack if it is charged,
Stalker. The Guardian can Dash as a bonus action.
or rolls to recharge if it is not.

.
Guardian Tower/Ruined Guardian
A Guardian Tower is a stationary variant of the
Guardian Stalker. It has no movement speed, no
Stalker feature, and no Move Legendary Action.
A Ruined Guardian is the same as a Guardian
Tower, but it has half as many hit points.

These phantoms of Ganon were designed to attack the Divine
Beasts and their Champions. They are made of Guardian
parts animated by Malice. The Blight Ganons can be fought in any order, so
their game statistics are modular. Combine them
appropriately for the order you fight them in.


Large construct, Neutral Evil

Armor Class 15 (Natural Armor)



Hit Points 105 (10d10+50) Large construct, Neutral Evil
Speed Fly 60 ft. (hover)
Armor Class 17 (Natural Armor)
Hit Points 210 (20d10+100)
STR DEX CON INT WIS CHA Speed Fly 60 ft. (hover)
17 (+3) 17 (+3) 20 (+5) 11 (+0) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA
Saving Throws Constitution +8
Skills Perception +4 17 (+3) 17 (+3) 20 (+5) 11 (+0) 12 (+1) 5 (-3)
Damage Vulnerabilities radiant
Damage Resistances Bludgeoning, Piercing, and Saving Throws Strength +7, Constitution +9
Slashing From Nonmagical Attacks Skills Athletics +7, Perception +5
Damage Immunities poison, necrotic Damage Vulnerabilities radiant
Condition Immunities Charmed, Exhaustion, Damage Resistances Bludgeoning, Piercing, and
Frightened, Paralyzed, Petrified, Poisoned Slashing From Nonmagical Attacks
Senses Passive Perception 14 Damage Immunities poison, necrotic
Languages Moblin and Sheikah; cannot speak Condition Immunities Charmed, Exhaustion,
Challenge 5 (1,800 XP) Frightened, Paralyzed, Petrified, Poisoned
Senses Passive Perception 15
Legendary Resistance (1/day). If the Blight Ganon fails Languages Moblin and Sheikah; cannot speak
a saving throw, it can choose to succeed instead. Challenge 10 (5,900 XP)

Actions Legendary Resistance (2/day). If the Blight Ganon fails


Multiattack. The Blight Ganon makes two attacks a saving throw, it can choose to succeed instead.

Attack Bonus. +6 Actions


Legendary Actions Multiattack. The Blight Ganon makes three attacks

The Blight Ganon can take one legendary action. Attack Bonus. +7
Only one legendary action option can be used at a
time and only at the end of another creature’s turn. Legendary Actions
The Blight Ganon regains spent legendary actions at The Blight Ganon can take 2 legendary actions. Only
the start of its turn. one legendary action option can be used at a time
and only at the end of another creature’s turn. The
Attack. The Blight Ganon makes one attack.
Blight Ganon regains spent legendary actions at the
start of its turn.
Attack. The Blight Ganon makes one attack.
 
Large construct, Neutral Evil Large construct, Neutral Evil

Armor Class 18 (Natural Armor) Armor Class 19 (Natural Armor)


Hit Points 241 (23d10+115) Hit Points 263 (25d10+125)
Speed Fly 60 ft. (hover) Speed Fly 60 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 20 (+5) 11 (+0) 12 (+1) 5 (-3) 19 (+4) 19 (+4) 20 (+5) 11 (+0) 12 (+1) 5 (-3)

Saving Throws Strength +8, Dexterity +8, Saving Throws Strength +10, Dexterity +10,
Constitution +10 Constitution +11, Wisdom +7
Skills Athletics +8, Perception +6 Skills Athletics +10, Perception +7
Damage Vulnerabilities radiant Damage Vulnerabilities radiant
Damage Resistances Bludgeoning, Piercing, and Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Slashing From Nonmagical Attacks
Damage Immunities poison, necrotic Damage Immunities poison, necrotic
Condition Immunities Charmed, Exhaustion, Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned Frightened, Paralyzed, Petrified, Poisoned
Senses Passive Perception 16 Senses Passive Perception 17
Languages Moblin and Sheikah; cannot speak Languages Moblin and Sheikah; cannot speak
Challenge 15 (13,000 XP) Challenge 20 (25,000 XP)

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

Actions Actions
Multiattack. The Blight Ganon makes four attacks Multiattack. The Blight Ganon makes five attacks
Attack Bonus. +8 Attack Bonus. +10
Legendary Actions Legendary Actions
The Blight Ganon can take 3 legendary actions. Only The Blight Ganon can take 4 legendary actions. Only
one legendary action option can be used at a time one legendary action option can be used at a time
and only at the end of another creature’s turn. The and only at the end of another creature’s turn. The
Blight Ganon regains spent legendary actions at the Blight Ganon regains spent legendary actions at the
start of its turn. start of its turn.
Attack. The Blight Ganon makes one attack. Attack. The Blight Ganon makes one attack.

45
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Damage Vulnerabilities fire Damage Vulnerabilities cold
Damage Resistances cold Damage Resistances fire

Actions Actions
Beam. Ranged Attack: Range 100/300 ft., one target. Sword. Melee Attack: Reach 5 ft., one target. Hit: 10
Hit: 10 (2d6+3) radiant plus 1: 2 (1d4) or 2: 3 (1d6) (2d6+3) radiant plus 1: 2 (1d4) or 2: 3 (1d6) or 3: 4
or 3: 4 (1d8) or 4: 5 (1d10) cold damage. (1d8) or 4: 5 (1d10) fire damage.
Lasers (Recharge 5-6). Ranged Attack: Range 90 ft., Flaming Sphere (Recharge 5-6). A 5-foot-diameter
three targets. Hit: 1: 14 (4d6) or 2: 18 (4d8) or 3: sphere of fire appears in an unoccupied adjacent
22 (4d10) or 4: 26 (4d12) radiant damage. space and lasts for 1d4+1 rounds or until it takes any
damage, during which time Fireblight Ganon can
Wind Wall. Windblight Ganon causes the effects of a
move it up to 30 feet per round. The first time any
wind wall spell that lasts 1d4+1 rounds.
creature comes within 5 feet of the sphere on a turn
Legendary Actions it must make a Dexterity saving throw. The creature
takes 1: 14 (4d6) or 2: 18 (4d8) or 3: 22 (4d10) or
Wind Wall. (as the Action) 4: 26 (4d12) fire damage on a failed save, or half as
much damage on a successful one. The Sphere has
an AC of 12 plus the Blight Ganon number.
Legendary Actions
 Move Flaming Sphere up to 30 feet.

Damage Vulnerabilities lightning


Damage Resistances cold

Actions 
Spear. Melee Attack: Reach 10 ft. or Ranged Attack: Speed Fly 120 ft. (hover)
Range 20/60 ft., one target. Hit: 10 (2d6+3) radiant Damage Resistances lightning
plus 1: 2 (1d4) or 2: 3 (1d6) or 3: 4 (1d8) or 4: 5
(1d10) cold damage.
Actions
Ice Sphere (Recharge 5-6). A 5-foot-diameter sphere
of ice appears in an unoccupied adjacent space and Sword. Melee Attack: Reach 5 ft., one target. Hit: 10
lasts for 1d4+1 rounds or until it takes any damage, (2d6+3) radiant plus 1: 2 (1d4) or 2: 3 (1d6) or 3: 4
during which time Waterblight Ganon can move it (1d8) or 4: 5 (1d10) lightning damage.
up to 30 feet per round. The first time any creature
Lightning (Recharge 5-6). Ranged Spell Attack: Range
comes within 5 feet of the sphere on a turn it must
90 ft., three targets. Hit: 1: 14 (4d6) or 2: 18 (4d8)
make a Dexterity saving throw. The creature takes 1:
or 3: 22 (4d10) or 4: 26 (4d12) lightning damage.
14 (4d6) or 2: 18 (4d8) or 3: 22 (4d10) or 4: 26
(4d12) cold damage on a failed save, or half as much Teleport. As a bonus action, it vanishes and reappears
damage on a successful one. The Sphere has an AC in a location it can see within 100 ft.
of 12 plus the Blight Ganon number.
Control Water. The water level in a 60 ft. radius
Legendary Actions
around Waterblight Ganon rises or falls up to 20 Teleport. (as the Action)
feet. It returns to normal after 1d4+1 rounds.
(Water is created or destroyed if necessary.)
Legendary Actions
Control Water. (as the Action)
 Regeneration. Calamity Ganon regains 10 hit points at
the start of its turn. If it takes radiant damage, its
"The source of the darkness that has appeared time and
Regeneration does not function on its next turn.
again throughout Hyrule's history. It's been called many
names, from 'Great King of Evil' to 'Calamity.'"
Actions
Huge construct, Neutral Evil Multiattack. Calamity Ganon makes five attacks: one
sword, one claw, one pincer, one spear, and one beam.
Armor Class 21 (Natural Armor) Sword. Melee Attack: Reach 5 ft., one target. Hit: 18
Hit Points 402 (35d12+175) (2d10+6) radiant damage plus 4 (1d8) fire damage.
Speed 30 ft., Climb 30 ft. Claw. Melee Attack: Reach 5 ft., one target. Hit: 20
(3d8+6) radiant damage.
STR DEX CON INT WIS CHA Pincer. Melee Attack: Reach 5 ft., one target. Hit: 19
(2d12+6) radiant damage.
22 (+6) 18 (+4) 20 (+5) 15 (+2) 17 (+3) 5 (-3)
Spear. Melee Attack: Reach 15 ft., one target. Hit: 16
Saving Throws Str +14, Dex +12, Con +13, Wis +11 (2d8+6) radiant damage plus 4 (1d8) cold damage.
Skills Athletics +14, Perception +11 Beam. A beam of brilliant white light streaks out in a 5-
Damage Vulnerabilities radiant foot-wide, 100-foot-long line. Each creature in the area
Damage Resistances Fire, Cold, Lightning must make a DC 25 Dexterity saving throw. On a failed
Damage Immunities Poison, Necrotic; Bludgeoning, save, the creature takes 31 (3d20) radiant damage and
Piercing, and Slashing From Nonmagical Attacks is stunned for one round. On a successful save, it takes
Condition Immunities Charmed, Exhaustion, Frightened, half as much damage and isn't stunned.
Paralyzed, Petrified, Poisoned
Senses Passive Perception 21 Energy Shield (Recharge 6). Calamity Ganon becomes
Languages Common, Moblin, Sheikah resistant to radiant damage and immune to all other
Challenge 25 (75,000 XP) damage until the end of its next turn.

Legendary Resistance (3/day). If Calamity Ganon fails a


Legendary Actions
saving throw, it can choose to succeed instead. Calamity Ganon can take 5 legendary actions, choosing
from the options below. Only one legendary action
Magic Resistance. Dark Beast Ganon has advantage on option can be used at a time and only at the end of
saving throws against spells and other magical effects. another creature’s turn. Calamity Ganon regains spent
Shield Deflect. Any time Calamity Ganon is targeted by a legendary actions at the start of its turn.
ranged attack, a Magic Missile spell, a line spell, or a Attack. Calamity Ganon makes one attack. It cannot use
spell that requires a ranged Attack roll, it can spend its that attack until the start of its next turn.
reaction to roll a d6. On a 1 to 5, Calamity Ganon is
unaffected by the attack or spell. On a 6, it is Teleport. Calamity Ganon vanishes and reappears in a
unaffected, and the effect is reflected back at the source location it can see within 100 ft.
as though it originated from Calamity Ganon, turning Energy Shield. Calamity Ganon activates its Energy Shield
the source into the target. if it is charged, or rolls to recharge if it is not.
Malice Sponge. Whenever Calamity Ganon is dealt
necrotic damage, prevent that damage and it regains
that many hitpoints instead.

47
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 Tusks. Melee Attack: +19 to hit, reach 10 ft., one target.
Hit: 32 (4d10 + 10) necrotic damage.
Gargantuan fiend, Neutral Evil
Tail. Melee Attack: +19 to hit, reach 20 ft., one target.
Armor Class 25 Hit: 24 (4d6 + 10) necrotic damage. If the target is a
Hit Points 990 (33d20+330) creature, it must succeed on a DC 20 Strength saving
Speed 40 ft. throw or be knocked prone.
Frightful Presence. Each creature of Dark Beast Ganon's
choice within 120 feet of it and aware of it must
STR DEX CON INT WIS CHA succeed on a DC 17 Wisdom saving throw or become
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0) frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, with
disadvantage if Dark Beast Ganon is within line of sight,
Saving Throws Int +5, Wis +9, Cha +9 ending the effect on itself on a success. If a creature's
Skills skills saving throw is successful or the effect ends for it, the
Damage Vulnerabilities Radiant creature is immune to Dark Beast Ganon's Frightful
Damage Resistances Bludgeoning, Piercing, Slashing, Presence for the next 24 hours.
Psychic, Thunder
Damage Immunities Acid, Cold, Fire, Lightning, Poison, Swallow. Dark Beast Ganon makes one bite attack
Necrotic; Bludgeoning, Piercing, and Slashing From against a Large or smaller creature it is grappling. If the
Nonmagical Attacks attack hits, the target takes the bite's damage, the target
Condition Immunities Charmed, Frightened, Grappled, is swallowed, and the grapple ends. While swallowed,
Paralyzed, Poisoned, Restrained the creature is blinded and restrained, it has total cover
Senses Blindsight 120 ft., Passive Perception 10 against attacks and other effects outside Dark Beast
Languages Common, Moblin, Sheikah; cannot speak Ganon, and it takes 56 (16d6) necrotic damage at the
Challenge 30 (155,000 XP) start of each of Dark Beast Ganon's turns. If Dark Beast
Ganon takes 60 damage or more on a single turn from a
Legendary Resistance (3/day). If Dark Beast Ganon fails a creature inside it, it must succeed on a DC 20
saving throw, it can choose to succeed instead. Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in a
Magic Resistance. Dark Beast Ganon has advantage on space within 10 feet of Dark Beast Ganon. If Dark beast
saving throws against spells and other magical effects. Ganon dies, a swallowed creature is no longer restrained
by it and can escape from the corpse by using 30 feet of
Malice Sponge. Whenever Dark Beast Ganon is dealt movement, exiting prone.
necrotic damage, prevent that damage and it regains
that many hitpoints instead. Spawn Malice. 1d6+4 Malice Slimes appear in
unoccupied spaces within 300 feet of Dark Beast
Regeneration. Dark Beast Ganon regains 20 hit points at Ganon, each one taking up 1d4+1 5 foot squares. Each
the start of its turn and cannot die. The Magic that Seals one should appear on a Divine Beast Control Terminal or
the Darkness can banish it, but it cannot be killed. Main Control Console if possible.
Actions Legendary Actions
Multiattack. Dark Beast Ganon can use its Frightful Calamity Ganon can take 5 legendary actions, choosing
Presence. It then makes five attacks: one bite, two from the options below. Only one legendary action
hooves, one tusks, and one tail. It can use its Swallow option can be used at a time and only at the end of
instead of its bite. another creature’s turn. Calamity Ganon regains spent
Bite. Melee Attack: +19 to hit, reach 10 ft., one target. legendary actions at the start of its turn.
Hit: 36 (4d12 + 10) necrotic damage. If the target is a Attack. Calamity Ganon makes one hoof or tail attack.
creature, it is grappled (escape DC 20). Until this
grapple ends, the target is restrained, and Dark Beast Chomp (Costs 2 Actions). Calamity Ganon makes one
Ganon can't bite another target. bite attack or uses its Swallow.
Hooves. Melee Attack: +19 to hit, reach 15 ft., one Spawn Malice. 1 Malice Slime appears in an unoccupied
target. Hit: 28 (4d8 + 10) necrotic damage. space within 300 feet of Dark Beast Ganon taking up
1d4+1 5 foot squares. Dark Beast Ganon can take this
Legendary Action multiple times at once.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

  
Ancient Armor ... 13 Ganon ... 47-48 Octoroks ... 32
Ancient Arrows ... 13 Gerudo (Race) ... 6
Ancient Bow ... 13 Gerudo Armor ... 14 
Ancient Weapon ... 13 Gods ... 11 Paraglider ... 15
Armor ... 13-16 Golden Goddesses ... 11 Patrons ... 11
Goron (Race) ... 7 Pegasus Boots ... 15
 Guardians ... 43 Piloting ... 23
Blight Ganons ... 44-46  Power Gauntlets ... 15
Blizzrobe ... 34
Bokoblins ... 25-26 Hover Boots ... 14 
Bomb Arrow ... 13 Hylia (Goddess) ... 11 Races ... 5-10
Boomerang ... 14 Hylian (Race) ... 8 Rito (Race) ... 9
Bosses ... 39-48 Hylian Shield ... 14 Roc's Feather ... 15
Bow of Light ... 13 Hyrule (Map) ... 3-4 Rubber Armor ... 15
  
Calamity Ganon ... 47-48 Ice Arrows ... 13 Sheikah Slate ... 17
Chuchus ... 37 Ice Chuchu ... 37 Shock Arrows ... 13
Credits ... 50 Ice Keese ... 36 Snowquill Armor ... 16
Culture ... 11 Ice Wizzrobe ... 34 Spiked Boots ... 16
Iron Boots ... 14 Stealth Armor ... 16
 Items ... 12-17, 34 Switch Hook ... 16
Dark Beast Ganon ... 48  The Sword That Seals the Darkness ... 15
Demise (God) ... 11
Din (Goddess) ... 11 Keese ... 36 
Divine Beasts ... 18-23 Korok Leaf ... 14 Thunder Helm ... 16
  Thunder Wizzrobe ... 35
Thunderblight Ganon ... 44-46
Electric Chuchus ... 37 Languages ... 11 Travel Medallion ... 16
Electric Keese ... 36 Lizal Boomerang ... 14
Electric Wizzrobe .. 35 Lizalfos ... 29-31 
Enemies ... 24-48 Lynels ... 40-42 Vah Medoh ... 21
  Vah Naboris ... 20
Vah Rudania ... 22
Farore (Goddess) ... 11 Magic Items ... 13-17, 34 Vah Ruta ... 19
Fire Arrows ... 13 Magic Potion ... 15 
Fire Chuchu ... 37 Magic Rods ... 34
Fire Keese ... 36 Malice ... 38 Waterblight Ganon ... 44-46
Fire Wizzrobe ... 33 Maps ... 3-4 Weapons ... 13-15, 34
Fireblight Ganon ... 44-46 The Master Sword ... 15 Windblight Ganon ... 44-46
Flameblade ... 14 Meteo Wizzrobe ... 33 Wizzrobes ... 33-35
Flamebreaker Armor ... 14 Moblins ... 27-28 Wondrous Items ... 14-17
Frostblade ... 14 Monsters ... 24-48


Zora Armor ... 16
Nayru (Goddess) ... 11 Zora (Race) ... 10

49
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Credits:
Maps: Caleb Wichman
Races Art and Flavor Text: simplysoren
Items Cover Art: estivador
Divine Beasts Cover Art: platypusofdoom
Enemies Cover Art: russeldels
Bokoblin Camp Art: heavymetalhanzo
Lizalfos Art: marceline-fox
Chuchus Art: arenia
Bosses Cover Art: dolvadeen
Hyrule Castle Map: piranhaplant
All Other Art, Quoted Flavor Text: Nintendo
All Other Text and Design: Caleb Wichman

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