Botwd&d - GM Binder
Botwd&d - GM Binder
Botwd&d - GM Binder
Maps 3
Races 5
Culture 11
Items 12
Divine Beasts 18
Enemies 24
Bosses 39
Index 49
Credits 50
* 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
Pre-Calamity
.
Post-Calamity Ruins
Sheikah Waypoints
Races
Gerudo
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.
Tanned and Fiery
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.
An Amazonian Society
It is extremely rare that a Gerudo woman bears a male child.
This has lead to a unique culture of sisterhood within the Gerudo Names
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. Gerudo Traits
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
People of the Desert 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 day and frigidly cold at night, often plagued by the mischeivousness of a chaotically alligned individual.
sandstorms and at sometimes lightning storms. Despite Size. They stand tall, on average reaching taller than 6 feet,
these seemingly inhospitable conditions, the Gerudo have with wide-set hips and naturally well toned bodies. Should a
flourished. male be born into their society, it is rumoured he would stand
Sport and transportation for the Gerudo comes in the form at least 7 feet tall with a powerful build. Your size is medium.
of the native sand seals. Surfing behind the beasts is a Speed. Your base walking speed is 30 feet.
popular competition amongst the women of the sands. Languages. You speak, read, and write Common and
In Pursuit of Dreams Gerudo.
Gerudo Diplomacy. You have proficiency with your choice
Gerudo women have an adventurous heart, many heading out of the Persuasion or Intimidation skill.
from their capital city of Gerudo Town in search of fame, Toughness. Your hit point maximum increases by 1, and it
fortune and romance. increases by 1 every time you gain a level.
Their home may offer many things, but there are some Endurance. You require half as much water as normal, and
goals which it cannot satisfy as well. A Gerudo will travel in you are immune to the negative effects of a hot environment.
search of these unmet wants and needs. Weapon Training. You have proficiency with glaives,
scimitars, spears, and shortbows.
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The Goron Brotherhood
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.
Protection of Lands
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
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
Goron Traits
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
Goron 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 Rock Gut. You can consume rocks to satisfy your hunger.
carry a zeal for brotherhood like none other. These Lava Adaptation. You are resistant to fire damage, and you
behemoths value strength and determination above all else. A are immune to the negative effects of a hot environment. In
love for metal work, mining and friendly competition addition, you can ignore fire damage from lava for a number
amongst themselves are all keystones to Goron culture. of consecutive rounds equal to your Constitution modifier.
Stoneskin. Your AC is equal to 13 + your Constitution
Rocky and Robust modifier. You can use this AC while armored if it is better
Gorons are a large race of humanoids with massive arms and than 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, rocky terrain, ranged attacks against you have disadvantage,
concentrated on their backs. Their rotund bodies also allow your walking speed becomes a Rolling speed of 40 feet, and
them to roll 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
Mountain Dwellers 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
north. Thanks to the volcanic activity, rocks and minerals are a stone. You are able to hold your breath for a number of
plentiful and the Gorons have developed near perfect hours equal to your Constitution modifier.
resistance to the extreme heat.
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Hylian
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.
Adaptable
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.
Under One Kingdom
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 Hylian Names
bring peace. Hylians have a wide range of names due to their ties across
regions, but female names often end in a.
A Widespread People 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 Hylian Traits
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.
Ambitious Travelers 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
They have a special focus on ancient technology, with 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.
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Prideful Warriors
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.
Life on the Frontier
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.
What Makes a Hero
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.
Rito Names
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
Rito Traits
Ability Score Increase. Your Dexterity modifier increases by
2 and your Wisdom score increases by 1.
Rito 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
considered to be quite the masterpiece of aerial techniques, towards 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
Feathered Folks 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.
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Zora
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.
Smooth Skinned
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.
Old and New
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.
Of the Lake
Zora make their home in the water systems of the eastern Zora Traits
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.
Safeguarding the Future 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.
Zora Names 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
Female Zora Names. Dunma, Keye, Laruta, Mipha, Ruto against being charmed.
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Culture
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Flame, Frost, or Hylian Shield
Armor (shield), Rare
Thunderblade While holding this shield, you have
Weapon (longsword or greatsword)
Rare or Very Rare a +1 bonus to AC. This bonus is in
addition to the shield's normal
You have a +1 bonus to attack and bonus to AC.
damage rolls made with this rare magic longsword, Any time you are targeted by a
or +2 with this very rare magic greatsword. ranged attack, a Magic Missile spell, a line spell, or a
A target hit by this longsword takes an additional spell that requires a ranged Attack roll while holding
1d6 fire, cold, or lightning damage, or 2d6 if it is a this shield, you can spend your reaction to roll a d6.
greatsword. On a 1 to 5, you are unaffected by the attack or
spell. On a 6, you are unaffected, and the effect is
With concentration, you can cause the blade to be reflected back at the source as though it originated
sheathed in its element. In this way a Flameblade from you, turning the source into the target.
can be used to keep warm or to ignite flammable
materials, for example.
Iron Boots*
Flamebreaker Wondrous item (boots), Common
Korok Leaf
Weapon (fan), Uncommon
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Magic Potion* Pegasus Boots*
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
be 6th level or higher. boots' 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 the boots'
2nd-level Spell Slot or two 1st-level Spell Slots. property has been used for a total of 10 minutes,
the magic ceases to function until you finish a Long
If you are a Warlock, you regain a set number of
Rest.
Spell 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
Potion Rarity Price Slots Slots creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone. If it is an object
Magic Common 50gp 1d4 1 or structure, 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
Power Gauntlets*
Wondrous item (gloves)
Rare (requires attunement)
Your Strength score is 19 while you
The Master Sword wear these gauntlets, unless your Strength score
Weapon (longsword) 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 Roc's Feather*
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.
Paraglider
Tool, Mundane (1,000gp)
Rubber Armor
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
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Snowquill Thunder helm
Armor (helmet), Rare
Armor While wearing this helmet, you and
Armor (leather), Uncommon
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.
Travel Medallion
Wondrous Item, Very Rare
Spiked Boots You can use this medallion to register
Boots, Mundane (10gp)
any location as a Fast Travel waypoint
While wearing these boots, your with a Sheikah Slate. You can only have one such
walking speed is reduced by 5, but location registered at a time.
you are unaffected by nonmagical
difficult terrain.
Zora Armor
Armor (studded leather), Rare
Stealth Armor While wearing this armor, you have
Armor (leather), Uncommon
a +1 bonus to AC. This bonus is in
While wearing this armor, you have addition to the armor's normal
advantage on Stealth checks, and bonus to AC.
you can Hide as a bonus action. While wearing this armor, you have a swimming
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.
Switch Hook*
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.
Sheikah Slate Fast Travel
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
interface with ancient technology you are reconstructed when you arrive. Only certain
such as Shrines and Divine Beasts. ancient structures are able to be registered as
A Sheikah Slate starts with only the Camera, Album, waypoints, such as Shrines and Divine Beasts.
Map, Scope, and Compendium runes unlocked. Further Message*
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.
Camera and Album 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
Map and Scope registered the other Sheikah Slate with yours to
The Map rune stores a map of Hyrule, which you can transmit data to it.
use to check your relative position to known landmarks. Remote Bomb
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 magical blue light. As part of the same action, you can
place a pin on a location you can see through the set it down next to you or throw it up to 30 feet away.
Scope, and that pin will appear on the Map. You can Then, as a bonus action, you can cause the sphere or
store up to 4 pins at a time. cube to explode, dealing 2d6 force damage to every
Compendium 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
Sensor 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 holding the Sheikah Slate.
placed on your Map. Until you dismiss the effect as a
bonus action, each time you move you know whether Somaris*
you are getting closer to or further from that pin, or the As an action, you create a 5 foot cube made of solid
closest instance of that creature or object if there is blue magical light in an unoccupied space adjacent to
one within 1,000 feet of you, otherwise you know the you. It weighs 200 lbs, but you can push, drag, lift, or
target is too far away to sense (there is no maximum throw it as though it were weightless. It is immune to
range for sensing a map pin). You must use two hands environmental damage (such as from falling or lava),
to activate this rune or to dismiss its effect, but the but can be attacked as any other object. It persists until
effect persists even while not holding the Sheikah Slate. it takes any damage, you destroy it as a bonus action, or
you create another cube. You must use two hands to
Cryonis 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, Stasis
remaining stationary even if the water is moving. The Choose a creature or object within 30 feet of you and
sides of this pillar are rough and easy to climb. The spend an action. That creature or object becomes
pillar persists for one minute, until it takes any fire frozen in place. If it is a creature, it is frozen until the
damage, or until you destroy it as a bonus action, at start of its next turn. If it is an object, it is frozen for
which point it melts into water. Also, if you create a five rounds. You can also release the Stasis as a bonus
fourth pillar, the oldest pillar of the current three melts action or reaction. All momentum the object or
into water. You must use two hands to activate this creature had when it was frozen is maintained, and all
rune or to destroy a pillar, but the pillars persist even force applied to it while frozen (with the exception of
while you are not holding the Sheikah Slate. gravity) changes or adds to that momentum as
appropriate. Creatures and objects are immune to all
Magnesis damage while frozen. You may only have one target
As an action, you cause the effects of a telekinesis frozen this way at a time. You must use two hands to
spell. The target object must not be held or worn by a freeze or unfreeze a target, but the target remains
creature, and must be made primarily of metal. frozen even if you are not holding the Sheikah Slate.
Divine Beasts
Zora Divine Beast Vah Ruta
Actions
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
Damage Immunities Cold, Poison, Psychic; 23 (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
Regeneration. The Divine Beast regains 5 hit points and is stunned for one round. On a successful save, it takes
at the start of its turn if it has at least 1 hit point. half as much damage and isn't stunned. This damage cannot
be reduced or prevented in any way.
19
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Gerudo Divine Beast Vah Naboris
Actions
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
Regeneration. The Divine Beast regains 5 hit points half as much damage and isn't stunned. This damage cannot
at the start of its turn if it has at least 1 hit point. be reduced or prevented in any way.
20
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rito Divine Beast Vah Medoh
Actions
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
Bludgeoning, Piercing, and Slashing From an energy shield that absorbs all damage. It cannot do this if
Nonmagical Attacks it is currently protected by such a shield. This shield has an
Condition Immunities Charmed, Exhaustion, AC of 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
Siege Monster. The Divine Beast deals double and is stunned for one round. On a successful save, it takes
damage to objects and structures. half as 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.
21
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Goron Divine Beast Vah Rudania
Actions
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
Bludgeoning, Piercing, and Slashing From failed save, or half as much on a successful one.
Nonmagical Attacks Earthquake (Recharge 5-6). Vah Rudania slams its tail
Condition Immunities Charmed, Exhaustion, into the ground, causing a seismic disturbance in a 20-foot
Frightened, Paralyzed, Petrified, Poisoned radius from a point chosen within 20 feet. The ground in that
area becomes difficult terrain, and each creature in that area
Magic Resistance. The Divine Beast has advantage on must make a DC 18 Dexterity saving throw. On a failure, a
saving throws against spells and other magical creature takes 13 (3d8) bludgeoning damage and 9 (2d8) fire
effects. damage and is knocked prone. On a successful save, it takes
Siege Monster. The Divine Beast deals double
half as 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 around corners to fill the entire area. Each creature of malice
at 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
Vah Rudania can also generate nonmagical flames be 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
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Piloting Your Divine Beast
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 dot is cyan, the Control Terminals' dots are yellow, and the
you 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
movement. When moving any direction more than 45 speed and take one Action. If you succeed as a reaction, you
degrees away from forward, it moves at half speed. can make the Divine Beast take its Reaction.
Some Divine Beast attacks are made by a specific part of If you fail the piloting check, the Divine Beast does nothing,
its body, and so the target must be within the listed range of unless the Main Control Console is Maliced, in which case it
that body part to be targeted by that attack. acts at Ganon's command instead.
23
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Enemies
Bokoblins
"This common species is a nuisance all over Hyrule. Some
have unified and have formed factions of bandits. While not Blue Bokoblin
very clever, they are at least intelligent enough to hunt beasts
and grill the meat for food. Though they're typically Medium humanoid (goblinoid), Chaotic Evil
ferocious carnivores, they actually enjoy fruit as well."
Armor Class 15 (Shield)
Hit Points 21 (6d6)
Speed 30 ft
Red Bokoblin
Medium humanoid (goblinoid), Chaotic Evil STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 8 (-1) 8 (-1) 8 (-1)
Armor Class 14 (Shield)
Hit Points 7 (2d6)
Speed 30 ft Skills Survival +1
Senses Darkvision 60 ft., Passive Perception 9
Languages Moblin
STR DEX CON INT WIS CHA Challenge 1 (200 XP)
STR DEX CON INT WIS CHA Shortsword. Melee Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6+4) Piercing damage
8 (-1) 18 (+4) 12 (+1) 8 (-1) 8 (-1) 8 (-1)
Spear. Two-Handed Melee Attack: +7 to hit, reach 10
ft., one target. Hit: 8 (1d8+4) Piercing damage
Saving throws Strength +2
Skills Perception +2, Survival +2 Claws. Melee Attack: +7 to hit, reach 5 ft., one target.
25
This is unofficial Fan Content permitted under the Fan Content Policy. Not Hit:
Senses Darkvision 60 ft., Passive Perception 12 6 (1d4+4) Slashing damage
approved/endorsed by Wizards. Portions of the materials used
Languages Moblin are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Silver Bokoblin Gold Bokoblin
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)
Improved Critical. The Bokoblin scores a critical hit Superior Critical. The Bokoblin scores a critical hit on
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 10 ft., one target. Hit: 10 (1d10+5) Piercing
damage 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) range 80/320 ft., one target. Hit: 8 (1d6+5)
Piercing damage Piercing 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 turn. The Bokoblin regains spent legendary actions
at the start of its turn. at the start of its turn.
Attack. The Bokoblin makes one attack. Attack. The Bokoblin makes one attack.
Moblins
"This heavyweight species of monster can be found all over
Hyrule. They're physically very strong, their legs alone strong Blue Moblin
enough to resist the force of a bomb blast. They're much
more dangerous than Bokoblins. In fact, Moblins have been Large humanoid (goblinoid), Chaotic Evil
known to pick up Bokoblins and throw them as makeshift
projectile weapons." Armor Class 13 (Natural Armor)
Hit Points 68 (8d10+24)
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 Danger Sense. The Moblin has advantage on
Dexterity saving throws against effects it can see. Dexterity 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 Magic Greatsword. Melee Attack: +14 to hit, reach
10 ft., one target. Hit: 17 (2d10+6) Slashing 10 ft., one target. Hit: 18 (2d10+7) Slashing
damage plus 3 (1d6) fire, cold, or lightning damage 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 They must make DC 19 Strength saving throws. On
a failed save they take 14 (2d8+5) Slashing damage a 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.
Lizalfos
"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."
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)
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
on one attack per turn when it has advantage, or
Actions 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 Actions
target. Hit: 5 (1d6+2) Slashing damage Boomerang. Melee Attack: +6 to hit, reach 5 ft., or
Ranged Attack: +6 to hit, range 20/60 ft., one
Bite. Melee Attack: +4 to hit, reach 5 ft., one target. target. Hit: 7 (1d8+3) Slashing damage
Hit: 5 (1d6+2) Piercing 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)
This action can only be taken while in water. Piercing damage
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)
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 Ranged Attack: +6 to hit, range 20/60 ft., one
target. Hit: 7 (1d8+3) Slashing damage target. 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 Cold Breath (Recharge 5-6). The Lizalfos exhales icy
in a 15-foot cone. Each creature in that area must mist in a 15-foot cone. Each creature in that area
make a DC 13 Dexterity saving throw, taking 14 must make a DC 13 Dexterity saving throw, taking
(4d6) fire damage on a failed save, or half as much 14 (4d6) cold damage on a failed save, or half as
on a successful one. much on a successful one.
30
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Silver Lizalfos Gold Lizalfos
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
damage lightning damage
Legendary Actions Legendary Actions
The Lizalfos can take 3 legendary actions, only one The Lizalfos 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 turn. The Lizalfos regains spent legendary actions at
at the start of its turn. the start of its turn.
Attack. The Lizalfos makes one attack. Attack. The Lizalfos makes one attack.
31
Octoroks
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.
Octorok
Small beast, Unaligned
Armor Class 12
Hit Points 9 (2d6+2)
Speed 10
Challenge 1 (200 XP)
32
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Wizzrobes
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.
Fire Wizzrobe
Medium fey, Chaotic Evil
Armor Class 15
Hit Points 18 (5d8-5)
Speed 25
Challenge 2 (450 XP)
Airwalk. The Wizzrobe can use its walking speed to STR DEX CON INT WIS CHA
walk through the air at up to a 45 degree angle.
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, Saving Throws Wisdom +7
Summon Monsters, or Change Weather actions. Damage Vulnerabilities cold
Damage Resistances fire
Actions 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
Airwalk. The Wizzrobe can use its walking speed to
Summon Monsters (Recharge 6). 3 (1d4+1) Fire
walk through the air at up to a 45 degree angle.
Keese or Small Fire Chuchus appear in unoccupied
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) Rod, Summon Monsters, or Change Weather actions.
fire damage to each creature without fire resistance
that starts its turn within 300 feet of the Wizzrobe. Actions
This effect persists for one hour or until the Meteo Rod. Ranged Spell Attack: +7 to hit, range 60
Wizzrobe is reduced to 0 hit points. ft., three targets. Hit: 10 (3d6) fire damage
Invisibility. As a bonus action on its turn, the Summon Monsters (Recharge 6). 5 (1d6+2) Fire
Wizzrobe becomes invisible, or ends its invisibility. Keese or Small Fire Chuchus appear in unoccupied
While invisible it is immune to all damage but can spaces within 30 feet of the Wizzrobe.
take no actions other than to end its invisibility.
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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Ice Wizzrobe
Medium fey, Chaotic Evil
Armor Class 15
Hit Points 18 (5d8-5)
Speed 25
Challenge 2 (450 XP)
Summon Monsters (Recharge 6). 3 (1d4+1) Ice 8 (-1) 18 (+4) 8 (-1) 11 (+0) 19 (+4) 12 (+1)
Keese 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
Magic Rods Keese or Small Ice Chuchus appear in unoccupied
Each Wizzrobe has a Magic Rod. This is a wand spaces within 30 feet of the Wizzrobe.
with 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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Electric Wizzrobe
Medium fey, Chaotic Evil
Armor Class 15
Hit Points 18 (5d8-5)
Speed 25
Challenge 2 (450 XP)
35
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Keese
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.
Keese
Tiny beast, Unaligned
Armor Class 12
Hit Points 1 (1d4-1)
Speed 5 ft., fly 30 ft.
36
Chuchus
"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 Chuchu
Small Ooze, Unaligned
Armor Class 9
Hit Points 13 (2d6+6)
Speed 30 ft., climb 30 ft.
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)
37
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Malice Slime 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.
40
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White-Maned Lynel Silver Lynel
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 plus 10 (3d6) cold, fire, or lightning
damage
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
Piercing damage plus 10 (3d6) cold, fire, or
damage
lightning damage
Greatbow. Two-Handed Ranged Attack: +13 to hit,
Fire Breath (Recharge 5-6). The Lynel exhales fire in a
range 100/400 ft., one target. Hit: 12 (1d10+7)
15-foot cone. Each creature in that area must make
Piercing damage plus 14 (4d6) cold, fire, or
a DC 15 Dexterity saving throw, taking 24 (7d6) fire
lightning damage
damage on a failed save, or half as much damage on
a successful one. Fire Breath (Recharge 5-6). The Lynel exhales fire in a
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
Gold Lynel Multiattack. The Lynel makes five melee attacks or three
Large monstrosity (centaur), Neutral Evil ranged attacks.
Greatclub. One-Handed Melee Attack: +18 to hit, reach
Armor Class 21 (Studded Armor, Shield) 10 ft., one target. Hit: 17 (2d6+10) Bludgeoning
Hit Points 435 (30d10+270) damage
Speed 70
Greatsword. One-Handed Melee Attack: +18 to hit,
reach 10 ft., one target. Hit: 17 (2d6+10) Slashing
STR DEX CON INT WIS CHA damage plus 14 (4d6) cold, fire, or lightning damage
31 (+10) 30 (+10) 29 (+9) 13 (+1) 19 (+4) 10 (+0) Glaive. One-Handed Melee Attack: +18 to hit, reach 15
ft., one target. Hit: 15 (1d10+10) Slashing damage
Saving Throws Strength +18, Constitution +17 Greatbow. Two-Handed Ranged Attack: +18 to hit,
Skills Perception +12 range 100/400 ft., one target. Hit: 15 (1d10+10)
Damage Resistances Bludgeoning, Piercing, and Piercing damage plus 17 (5d6) cold, fire, or lightning
Slashing From Nonmagical Attacks damage
Damage Immunities Cold, Fire, and Lightning Fire Breath (Recharge 5-6). The Lynel exhales fire in a
Condition Immunities Charmed, Frightened 60-foot cone. Each creature in that area must make a
Senses Darkvision 120 ft., Passive Perception 22 DC 15 Dexterity saving throw, taking 52 (15d6) fire
Languages Common, Moblin damage on a failed save, or half as much damage on a
Challenge 30 (155,000) successful one.
Danger Sense. The Lynel has advantage on Dexterity Legendary Actions
saving throws against effects it can see.
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
turn.
Legendary Resistance (3/day). If the Lynel fails a saving
throw, it can choose to succeed instead. Attack. The Lynel makes one attack.
Actions
42
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Guardians
"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."
Guardian Stalker 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.
Stalker. The Guardian can Dash as a bonus action. Laser. The Guardian makes a Laser attack if it is charged,
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.
Blight Ganons
These phantoms of Ganon were designed to attack the
Divine Beasts and their Champions. They are made of The Blight Ganons can be fought in any order, so
Guardian parts animated by Malice. their game statistics are modular. Combine them
appropriately for the order you fight them in.
Blight Ganon 1
Large construct, Neutral Evil
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. The Blight Ganon makes one attack. Attack. The Blight Ganon makes one attack.
45
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Windblight Ganon Fireblight Ganon
Damage Vulnerabilities fire Damage Vulnerabilities cold
Damage Resistances cold Damage Resistances fire
Actions Actions
Beam. Ranged Attack: Range 100/300 ft., one Sword. Melee Attack: Reach 5 ft., one target. Hit: 10
target. Hit: 10 (2d6+3) radiant plus 1: 2 (1d4) or 2: (2d6+3) radiant plus 1: 2 (1d4) or 2: 3 (1d6) or 3: 4
3 (1d6) 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
Waterblight Ganon Move Flaming Sphere up to 30 feet.
47
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Dark Beast Ganon Tail. Melee Attack: +19 to hit, reach 20 ft., one target.
Hit: 24 (4d6 + 10) necrotic damage. If the target is a
Gargantuan fiend, Neutral Evil
creature, it must succeed on a DC 20 Strength saving
throw or be knocked prone.
Armor Class 25
Hit Points 990 (33d20+330) Frightful Presence. Each creature of Dark Beast Ganon's
Speed 40 ft. choice within 120 feet of it and aware of it must
succeed on a DC 17 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
STR DEX CON INT WIS CHA saving throw at the end of each of its turns, with
disadvantage if Dark Beast Ganon is within line of sight,
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0) ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the
Saving Throws Int +5, Wis +9, Cha +9 creature is immune to Dark Beast Ganon's Frightful
Skills skills Presence for the next 24 hours.
Damage Vulnerabilities Radiant Swallow. Dark Beast Ganon makes one bite attack
Damage Resistances Bludgeoning, Piercing, Slashing, against a Large or smaller creature it is grappling. If the
Psychic, Thunder attack hits, the target takes the bite's damage, the
Damage Immunities Acid, Cold, Fire, Lightning, Poison, target is swallowed, and the grapple ends. While
Necrotic; Bludgeoning, Piercing, and Slashing From swallowed, the creature is blinded and restrained, it has
Nonmagical Attacks total cover against attacks and other effects outside
Condition Immunities Charmed, Frightened, Grappled, Dark Beast Ganon, and it takes 56 (16d6) necrotic
Paralyzed, Poisoned, Restrained damage at the start of each of Dark Beast Ganon's
Senses Blindsight 120 ft., Passive Perception 10 turns. If Dark Beast Ganon takes 60 damage or more on
Languages Common, Moblin, Sheikah; cannot speak a single turn from a creature inside it, it must succeed
Challenge 30 (155,000 XP) on a DC 20 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which fall
Legendary Resistance (3/day). If Dark Beast Ganon fails a prone in a space within 10 feet of Dark Beast Ganon. If
saving throw, it can choose to succeed instead. Dark beast Ganon dies, a swallowed creature is no
longer restrained by it and can escape from the corpse
Magic Resistance. Dark Beast Ganon has advantage on by using 30 feet of movement, exiting prone.
saving throws against spells and other magical effects.
Spawn Malice. 1d6+4 Malice Slimes appear in
Malice Sponge. Whenever Dark Beast Ganon is dealt unoccupied spaces within 300 feet of Dark Beast
necrotic damage, prevent that damage and it regains Ganon, each one taking up 1d4+1 5 foot squares. Each
that many hitpoints instead. one should appear on a Divine Beast Control Terminal
Regeneration. Dark Beast Ganon regains 20 hit points at or Main Control Console if possible.
the start of its turn and cannot die. The Magic that Seals
the Darkness can banish it, but it cannot be killed. Legendary Actions
Calamity Ganon can take 5 legendary actions, choosing
Actions from the options below. Only one legendary action
Multiattack. Dark Beast Ganon can use its Frightful option can be used at a time and only at the end of
Presence. It then makes five attacks: one bite, two another creature’s turn. Calamity Ganon regains spent
hooves, one tusks, and one tail. It can use its Swallow legendary actions at the start of its turn.
instead of its bite.
Attack. Calamity Ganon makes one hoof or tail attack.
Bite. Melee Attack: +19 to hit, reach 10 ft., one target. Chomp (Costs 2 Actions). Calamity Ganon makes one
Hit: 36 (4d12 + 10) necrotic damage. If the target is a bite attack or uses its Swallow.
creature, it is grappled (escape DC 20). Until this
grapple ends, the target is restrained, and Dark Beast Spawn Malice. 1 Malice Slime appears in an unoccupied
Ganon can't bite another target. space within 300 feet of Dark Beast Ganon taking up
1d4+1 5 foot squares. Dark Beast Ganon can take this
Hooves. Melee Attack: +19 to hit, reach 15 ft., one Legendary Action multiple times at once.
target. Hit: 28 (4d8 + 10) necrotic damage.
Tusks. Melee Attack: +19 to hit, reach 10 ft., one target.
Hit: 32 (4d10 + 10) necrotic damage.
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Index
A G O
Ancient Armor ... 13 Ganon ... 47-48 Octoroks ... 32
Ancient Arrows ... 13 Gerudo (Race) ... 6
Ancient Bow ... 13 Gerudo Armor ... 14 P
Ancient Weapon ... 13 Gods ... 11 Paraglider ... 15
Armor ... 13-16 Golden Goddesses ... 11 Patrons ... 11
Goron (Race) ... 7 Pegasus Boots ... 15
B Guardians ... 43 Piloting ... 23
Blight Ganons ... 44-46 H Power Gauntlets ... 15
Blizzrobe ... 34
Bokoblins ... 25-26 Hover Boots ... 14 R
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
C I S
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
D Items ... 12-17, 34 Switch Hook ... 16
Dark Beast Ganon ... 48 K The Sword That Seals the Darkness ... 15
Demise (God) ... 11
Din (Goddess) ... 11 Keese ... 36 T
Divine Beasts ... 18-23 Korok Leaf ... 14 Thunder Helm ... 16
E L 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 V
Enemies ... 24-48 Lynels ... 40-42 Vah Medoh ... 21
F M 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 W
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
Z
N
Zora Armor ... 16
Nayru (Goddess) ... 11 Zora (Race) ... 10
49
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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
Culture Cover Art: Nuavic
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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