Challenge Rating 1
Baby Dodongo
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 14 (+2)
Dexterity: 14 (+2)
Intelligence: 2 (-4)
Strength: 16 (+3)
Wisdom: 6 (-2)
Action:
Heated Bite (Melee Weapon Attack): +5 To Hit, 2ft 6in Reach, One Target. On Hit: 1d4+3 Piercing & 1d4 Fire Damage.
Alignment: Unaligned
Armor Class: (10+Dex+Natural)
Damage Resistances: Non-Critical Fire, Non-Magical Bludgeoning, Non-Magical Piercing, Non-Magical Slashing
Damage Vulnerability: High Critical Fire
Hit Points: 8d4+22
Item: 0.2lb Dodongo Guts
Senses: 8 Passive Perception, 30ft Scent, 30ft Tremorsense
Size: Tiny
Speeds: 15ft Walk, 5ft Burrow, 10ft Climb, 5ft Swim
Types: Dragon
Big Deku Baba
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 18 (+6)
Dexterity: 16 (+3)
Intelligence: 2 (-4)
Strength: 16 (+3)
Wisdom: 18 (+4)
Actions:
Clamp (Melee Weapon Attack): +5 To Hit, 5ft Reach, One Target. On Hit: 1d4+3 Bludgeoning & 1d4 Poison Damage.
Spit (Ranged Weapon Attack): +5 To Hit, 60ft Line, All Targets Within Line. On Hit: 1d2+3 Acid Damage.
Spray (Ranged Weapon Attack): +5 To Hit, 30ft Cone, All Targets Within Cone. On Hit: 1d2+3 Acid Damage.
Alignment: Unaligned
Armor Class: 14 (10+Dex+Natural)
Condition Immunities: Blinded, Poisoned
Damage Resistance: Lightning
Damage Vulnerabilities: Cold, Fire, Slashing
Hit Points: 7d8+40
Items: 0.4lb Boko Bark, Deku Nut x2
Other:
Spiked: Direct contact with this Big Deku Baba deals the toucher 1d2 piercing damage.
Reaction:
Sentry: This Big Deku Baba is only above ground while it detects movement within 60ft and gains a +10 bonus to its armor class while above ground.
Senses: 14 Passive Perception, 60ft Scent, 60ft Tremorsense
Size: Medium
Speed: Immobile
Types: Plant
Biri
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 12 (+3)
Dexterity: 16 (+3)
Intelligence: 2 (-4)
Strength: 14 (+2)
Wisdom: 4 (-3)
Action:
Bio-Electric Tentacle (Melee Weapon Attack): +4 To Hit, 2ft 6in Reach, One Target. On Hit: 1d6+2 Slashing & 1d6 Lightning Damage.
Alignment: Unaligned
Armor Class: 13 (10+Dex)
Condition Immunities: Blinded, Grappled
Damage Resistances: Force, Lightning
Hit Points: 20d4+25
Other:
Bio-Electric: Direct Contact with or successful melee attacks against this Biri deals the attacker or toucher 1d2 lightning damage.
Senses: 7 Passive Perception, 30ft Blindsight, 30ft Tremorsense
Size: Tiny
Speeds: 15ft Walk, 10ft Climb, 20ft Swim
Types: Elemental (Lightning, Water), Ooze
Buzz Blob
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 26 (+10)
Dexterity: 14 (+2)
Intelligence: 2 (-4)
Strength: 12 (+1)
Wisdom: 24 (+7)
Actions:
Electric Charge (Melee Weapon Attack): +3 To Hit, 5ft Reach, One Target. On Hit: 1d12+1 Lightning Damage.
Alignments: Unaligned
Armor Class: 13 (10+Dex+Natural)
Condition Immunities: Grappled
Damage Immunities: Lightning
Hit Points: 6d6+62
Other:
Electrically Charged: Once per round, direct contact contact with or a successful melee attack against this Buzz Blob deals the attacker or toucher 1d12 lightning damage.
Sense: 17 Passive Perception
Size: Small
Speeds: 15ft Walk, 10ft Climb, 10ft Swim
Types: Elemental (Lightning)
Draft Horse
Ability Scores (Saving Throws):
Charisma: 8 (-1)
Constitution: 24 (+7)
Dexterity: 12 (+1)
Intelligence: 4 (-3)
Strength: 20 (+7)
Wisdom: 8 (-1)
Action:
Kick (Melee Weapon Attack): +7 To Hit, 7ft 6in Reach, One Target. On Hit: 2d2+5 Bludgeoning Damage.
Alignment: Unaligned
Armor Class: 11 (10+Dex)
Hit Points: 17
Items: Large Pack Saddle, Saddlebags
Sense: 9 Passive Perception
Size: Large
Skill Modifier:
Athletics: +3
Speeds: 55ft Walk, 20 ft Climb, 40ft Swim
Type: Beast
Floormaster
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 12 (+1)
Dexterity: 20 (+7)
Intelligence: 2 (-4)
Strength: 18 (+6)
Wisdom: 6 (-2)
Actions:
Easy Escape: This Floormaster can take the disengage action as a bonus action on its turn unless it took this action during its previous turn.
Shadowy: While in dim light or darkness, this Floormaster can take the hide action as a bonus action unless it took this action during its previous turn.
Squeeze (Melee Weapon Attack): +6 To Hit, 2ft 6in Reach, One Target. On Hit: 5 Bludgeoning Damage. On a successful hit, the target is grappled with a difficulty class of 14 to escape. This Floormaster cannot target another creature until the current target escapes.
Alignment: Chaotic Evil
Armor Class: 16 (10+Dex+Natural)
Hit Points: 6d4+11
Other:
Pack Tactics: This Floormaster has advantage on an attack roll against a creature if at least one of this Floormaster's allies is within 5ft of the creature and the ally isn't incapacitated.
Senses: 8 Passive Perception, 60 ft Darkvision, 30ft Trmorsense
Size: Tiny
Skill Modifier:
Stealth: +3
Speeds: 20ft Walk, 20ft Climb, 15ft Swim
Type: Aberration
Freezard
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 10 (+2)
Dexterity: 14 (+2)
Intelligence: 2 (-4)
Strength: 10 (0)
Wisdom: 2 (-4)
Actions:
Icy Gust (Ranged Spell Attack): +4 To Hit, 30ft Line, All Creatures Within Line. On Hit: 1d8+2 Cold Damage.
Alignments: Lawful Neutral
Armor Class: 14 (10+Dex+Natural)
Damage Immunities: Cold
Damage Resistances: Acid, Poison
Damage Vulnerabilities: High Fire, Radiant
Hit Points: 20d6+6
Reactions:
Formless Sentry: This Freezard remains in a gaseous form and does not solidify until it detects an enemy within 30ft. While in gaseous form, this Freezard can only be detected through magical means and cannot be targeted by attacks.
Senses: 6 Passive Perception, 30ft Truesight
Size: Small
Speed: Immobile
Types: Elemental (Ice)
Gekko
Ability Scores (Saving Throws):
Charisma: 12 (+3)
Constitution: 10 (+2)
Dexterity: 22 (+6)
Intelligence: 6 (-2)
Strength: 14 (+2)
Wisdom: 16 (+3)
Actions:
Chaos Frenzy (Melee Spell Attack): +4 To Hit, 2ft 6in Reach, One Target. On Hit: 1d8+2 Physical & 1d8 Elemental Damage. Roll a d4 before each attack and apply a damage type to the physical damage based on the result. A 1 applies bludgeoning, a 2 applies piercing, a 3 applies slashing, and a 4 is rerolled. Roll a d10 before each attack and apply a damage type to the elemental damage based on the result. A 1 applies acid, a 2 applies cold, a 3 applies fire, a 4 applies force, a 5 applies lightning, a 6 applies necrotic, a 7 applies poison, an 8 applies psychic, a 9 applies radiant, and a 10 applies thunder. Neither the elemental or physical damage type can be applied if that damage type was applied on this Gekko's previous use of this action and must result in a reroll of that damage type.
Alignments: Chaotic Neutral
Armor Class: 16 (10+Dex)
Condition Immunities: Exhaustion
Damage Immunities: Elemental Based On This Gekko's Most Previous Chaos Frenzy Action, Physical Based On This Gekko's Most Previous Chaos Frenzy Action
Damage Vulnerabilities: High Elemental Based On This Gekko's Second Most Previous Chaos Frenzy Action, High Physical Based On This Gekko's Second Most Previous Chaos Frenzy Action
Hit Points: 22d4+4
Other:
Amphibious: This Gekko can breathe both air and water.
Senses: 13 Passive Perception, 60ft Darkvison
Size: Tiny
Speeds: 20ft Walk, 20ft Climb, 20ft Swim
Types: Monstrosity
Helmasaur
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 16 (+3)
Dexterity: 16 (+5)
Intelligence: 4 (-3)
Strength: 16 (+5)
Wisdom: 10 (0)
Actions:
Aggressive: As a bonus action, this Helmasaur can move up to its speed toward a hostile creature it can see.
Headbutt (Melee Weapon Attack): +5 To Hit, 5ft Reach, One Target. On Hit: 1d4+3 Bludgeoning.
Alignment: Unaligned
Armor Class: 16 (10+Dex+Natural)
Damage Resistances: Non-Magical Bludgeoning, Non-Magical Piercing, Non-Magical Slashing
Damage Vulnerabilities: Critical Hits
Hit Points: 4d6+21
Sense: 12 Passive Perception
Size: Small
Speeds: 35ft Walk, 20ft Climb, 25ft Swim
Type: Monstrosity
Loftwing
Ability Scores (Saving Throws):
Charisma: 8 (-1)
Constitution: 12 (+1)
Dexterity: 18 (+6)
Intelligence: 6 (-2)
Strength: 16 (+3)
Wisdom: 14 (+2)
Actions:
Easy Escape: This Loftwing can take the disengage action on its turn unless it took this action during its previous turn.
Peck (Melee Weapon Attack): +5 To Hit, 7ft 6in Reach, One Target. On Hit: 1d6+3 Piercing Damage.
Alignments: Unaligned
Armor Class: 14 (10+Dex)
Hit Points: 8d10+19
Items: 0.6lb Golden Feathers
Senses: 18 Passive Perception, 120ft Darkvision
Size: Large
Skill Modifier:
Perception: +6
Speeds: 20ft Walk, 15ft Climb, 75ft Fly, 10ft Swim
Type: Beast
Mini-Moldorm
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 24 (+7)
Dexterity: 16 (+3)
Intelligence: 2 (-4)
Strength: 16 (+5)
Wisdom: 4 (-3)
Action:
Push (Melee Weapon Attack): +5 To Hit, 5ft Reach, One Target. On Hit: 1d6+3 Bludgeoning Damage. Creatures hit by this attack are moved 5ft away from this Mini-Moldorm.
Alignment: Unaligned
Armor Class: 15 (10+Dex+Natural)
Condition Immunity: Grappled
Damage Resistance: Non-Magical Slashing
Hit Points: 4d6+41
Items: 0.3lb Gohma Chitin
Other:
Pushy: Successful melee attacks against this Mini-Moldorm move the attacker 5ft away from this Mini-Moldorm.
Senses: 7 Passive Perception, 30ft Darkvision
Size: Small
Speeds: 20ft Walk, 20ft Climb, 15ft Swim
Type: Monstrosity
Moose
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 16 (+3)
Dexterity: 16 (+3)
Intelligence: 4 (-3)
Strength: 18 (+6)
Wisdom: 10 (0)
Action:
Rut (Melee Weapon Attack): +6 To Hit, 7ft 6in Reach, One Target. On Hit: 1d2+4 Bludgeoning & 1d2 Piercing Damage.
Alignment: Unaligned
Armor Class: 13 (10+Dex)
Hit Points: 8d10+37
Senses: 11 Passive Perception, 60ft Darkvision
Size: Large
Skill Modifier:
Perception: +1
Speeds: 50ft Walk, 40ft Climb, 40ft Swim
Type: Beast
Pincer
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 16 (+3)
Dexterity: 16 (+3)
Intelligence: 2 (-4)
Strength: 16 (+5)
Wisdom: 10 (0)
Action:
Pinch (Melee Weapon Attack): +5 To Hit, 5ft Reach, One Target. On Hit: 2d4+3 Piercing Damage.
Alignment: Unaligned
Armor Class: 15 (10+Dex+Natural)
Hit Points: 6d8+29
Item: 0.4lb Gohma Chitin
Senses: 10 Passive Perception, 30ft Darkviision, 60ft Tremorsense
Size: Medium
Speeds: 20ft Walk, 15ft Burrow, 20ft Climb, 10ft Swim
Type: Monstrosity
Racehorse
Ability Scores (Saving Throws):
Charisma: 8 (-1)
Constitution: 22 (+6)
Dexterity: 18 (+6)
Intelligence: 4 (-3)
Strength: 18 (+4)
Wisdom: 10 (0)
Actions:
Escape: This Racehorse can take the disengage action as a bonus action on its turn. This Racehorse must rest before using this action again.
Kick (Melee Weapon Attack): +6 To Hit, 7ft 6in Reach, One Target. On Hit: 2d2+4 Bludgeoning Damage.
Alignment: Unaligned
Armor Class: 16 (10+Dex+Studded Leather)
Hit Points: 2d10+28
Items: Large Quadrupedal Studded Leather Armor, Large Riding Saddle
Sense: 10 Passive Perception
Size: Large
Skill Modifier:
Athletics: +3
Speeds: 65ft Walk, 35ft Climb, 45ft Swim
Type: Beast
Shell Blade
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 14 (+4)
Dexterity: 14 (+2)
Intelligence: 2 (-4)
Strength: 16 (+5)
Wisdom: 4 (-3)
Actions:
Clamp (Melee Weapon Attack): +5 To Hit, 2ft 6in Reach, One Target. On Hit: 1d8+3 Bludgeoning Damage.
Swipe (Melee Weapon Attack): +5 To Hit, 2ft 6in Reach, One Target. On Hit: 1d8+3 Slashing Damage.
Alignment: Unaligned
Armor Class: 15 (10+Dex+Natural)
Damage Resistance: Non-Magical Piercing
Hit Points: 13d4+32
Items: 0.2lb Loach Scales
Reactions:
Parry: This Shell Blade adds its proficiency bonus to it's armor class that would hit it as a reaction.
Shell: When hit with a critical attack, this Shell Blade gains +3 to its armor class until the attacker's next turn, but this Shell Blade cannot move one it's next turn.
Sense: 7 Passive Perception
Size: Tiny
Speeds: 10ft Walk, 5ft Climb, 15ft Swim
Type: Beast
Stalhound
Ability Scores (Saving Throws):
Charisma: 8 (-1)
Constitution: 18 (+6)
Dexterity: 18 (+4)
Intelligence: 2 (-4)
Strength: 16 (+3)
Wisdom: 10 (0)
Action:
Bite (Melee Weapon Attack): +5 To Hit, 5ft Reach, One Target. On Hit: 1d4+3 Piercing & 1d4 Necrotic Damage.
Alignment: Unaligned
Armor Class: 14 (10+Dex)
Condition Immunity: Poisoned
Damage Immunity: Necrotic
Damage Resistance: Poison
Damage Vulnerability: Radiant
Hit Points: 7d4+40
Item: 0.4lb Stal Remains
Other:
Pack Tactics: This Stalhound has advantage on an attack roll against a creature if at least one of this Stalhound's allies is within 5ft of the creature and the ally isn't incapacitated.
Reaction:
Undead Fortitude: If this Stalhound would be reduced to 0 hit points, it must make a constitution saving throw with a difficulty class of 5 plus the damage taken, unless the damage taken is radiant or from a critical hit. On a success, this Stalhound drops to 1 hit point instead.
Senses: 10 Passive Perception, 90ft Darkvision
Size: Medium
Skill Modifiers:
Intimidation: +3
Speeds: 45ft Walk, 30ft Climb, 30ft Swim
Types: Undead
Terrorpin
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 26 (+8)
Dexterity: 14 (+2)
Intelligence: 2 (-4)
Strength: 16 (+3)
Wisdom: 12 (+1)
Actions:
Aggressive: As a bonus action, this Terrorpin can move up to its speed toward a hostile creature it can see.
Bite (Melee Weapon Attack): +5 To Hit, 5ft Reach, One Target. On Hit: 1d4+3 Piercing Damage.
Ram (Melee Weapon Attack): +5 To Hit, 5ft Reach, One Target. On Hit: 1d4+3 Bludgeoning Damage.
Withdraw: As an action, this Terrorpin can add +4 to this Terrorpin's armor class. While this ability is active, this Terrorpin's speeds become 0ft and this Terrorpin cannot attack or make dexterity and strength based saving throws or skill checks. This terrorpin can dismiss this ability as an action.
Alignments: Unaligned
Armor Class: 15 (10+Dex+Natural)
Damage Resistances: Non-Magical Bludgeoning, Non-Magical Piercing, Non-Maagical Slashing, Poison
Damage Vulnerabilities: Cold, Fire, Lightning
Hit Points: 4d6+46
Senses: 11 Passive Perception, 30ft Darkvision
Size: Small
Skill Modifier:
Athletics: +3 To Swim, -1 To Jump
Speeds: 15ft Walk, 5ft Climb, 20ft Swim
Type: Beast
Wolf
Ability Scores (Saving Throws):
Charisma: 12 (+3)
Constitution: 14 (+2)
Dexterity: 20 (+5)
Intelligence: 6 (-2)
Strength: 18 (+6)
Wisdom: 16 (+3)
Actions:
Bite (Melee Weapon Attack): +6 To Hit, 5ft Reach, One Target. On Hit: 5 Piercing Damage.
Claw (Melee Weapon Attack): +6 To Hit, 5ft Reach, One Target. On Hit: 5 Slashing Damage.
Alignments: Unaligned
Armor Class: 15 (10+Dex)
Hit Points: 8d8+26
Items: 0.4lb Wolfos Pelt
Other:
Ambusher: This Wolfos has advantage on attack rolls against any creature it has surprised.
Pack Tactics: This Wolf has advantage on an attack roll against a creature if at least one of this Wolf's allies is within 5ft of the creature and the ally isn't incapacitated.
Senses: 16 Passive Perception, 60ft Darkvision, 90ft Scent
Size: Medium
Skill Modifiers:
Athletics +3
Intimidation: +3
Perception: +3
Speeds: 50ft Walk, 35ft Climb, 35ft Swim
Types: Beast
Challenge Rating 2
Anti-Fairy
Ability Scores (Saving Throws):
Charisma: 20 (+7)
Constitution: 24 (+7)
Dexterity: 18 (+4)
Intelligence: 14 (+2)
Strength: 8 (-1)
Wisdom: 28 (+11)
Action:
Absorb (Melee Weapon Attack): +1 To Hit, 2ft 6in Reach, One Target. On Hit: 1d10-1 Bludgeoning & 1d10 Radiant Damage. Any radiant damage dealt by this Anti-Fairy regains an equal amount of hit points to it.
Alignment: Chaotic Evil
Armor Class: 14 (10+Dex)
Condition Immunities: Blinded, Prone
Damage Resistance: Radiant
Hit Points: 1d4+18
Item: 0.2lb Reflective Flakes
Other:
Magic Resistance: This Anti-Fairy has advantage on saving throws against spells and other magical effects.
Regeneration: At the beginning of this Anti-Fairy’s turn, it regains 2d4 hit points.
Reaction:
Absorbent Curse: When touched or hit with a melee attack, this Anti-Fairy deals 1d10 radiant damage and regains 1d4 hit points.
Senses: 21 Passive Perception, 90ft Truesight
Size: Tiny
Speeds: 5ft Walk, 5ft Climb, 40ft Fly, 30ft Swim
Types: Fey, Fiend
Bari
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 14 (+4)
Dexterity: 18 (+4)
Intelligence: 2 (-4)
Strength: 16 (+3)
Wisdom: 4 (-3)
Actions:
Bio-Electric Tentacle (Melee Weapon Attack): +5 To Hit, 5ft Reach, One Target. On Hit: 1d8+3 Slashing & 1d8 Lightning Damage.
Alignment: Unaligned
Armor Class: 14 (10+Dex)
Condition Immunities: Blinded, Grappled
Damage Resistances: Force, Lightning
Hit Points: 13d6+34
Other:
Bio-Electric: Direct contact with or successful melee attacks against this Bari deals the toucher or attacker 1d4 lightning damage.
Size: Small
Senses: 7 Passive Perception, 60ft Blindsight, 60ft Tremorsense
Speeds: 20ft Walk, 15ft Climb, 25ft Swim
Types: Elemental (Lightning, Water), Ooze
Beamos
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 28 (+11)
Dexterity: 20 (+7)
Intelligence: 2 (-4)
Strength: 8 (-1)
Wisdom: 18 (+4)
Actions:
Laser (Ranged Weapon Attack): +7 To Hit, 30ft Reach, One Target. On Hit: 1d2+5 Fire & 1d2 Radiant damage.
Alignment: Lawful Neutral
Armor Class: 18 (10+Dex+Natural)
Condition Immunities: Charmed, Deafened, Exhaustion, Frightened, Grappled, Poisoned, Prone, Unconscious
Damage Immunity: Poison
Hit Points: 1d8+26
Item: 0.4lb Gossip Granite
Reactions:
Sentry: This Beamos is only activated while it detects movement within 30ft but gains a +10 bonus to its armor class while inactive.
Senses: 20 Passive Perception, 30ft Darkvision
Size: Medium
Skill Modifier:
Perception: +6
Speed: Immobile
Type: Construct
Bear
Ability Scores (Saving Throws):
Charisma: 12 (+1)
Constitution: 16 (+3)
Dexterity: 16 (+3)
Intelligence: 4 (-3)
Strength: 20 (+7)
Wisdom: 14 (+2)
Actions:
Maul (Melee Weapon Attack): +7 To Hit, 7ft 6in Reach, One Target. On Hit: 1d2+5 Piercing & 1d2 Slashing Damage.
Alignment: Unaligned
Armor Class: 14 (10+Dex+Natural)
Hit Points: 9d10+40
Senses: 12 Passive Perception, 60ft Darkvision, 120ft Scent
Size: Large
Skill Modifier:
Survival: +3
Speeds: 40ft Walk, 30ft Climb, 30ft Swim
Type: Beast
Big Peahat
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 22 (+6)
Dexterity: 16 (+5)
Intelligence: 2 (-4)
Strength: 18 (+6)
Wisdom: 6 (-2)
Actions:
Spin (Melee Weapon Attack): +6 To Hit, 7ft 6in Reach, One Target. On Hit: 1d12+4 Slashing Damage.
Alignment: Unaligned
Armor Class: 15 (10+Dex+Natural)
Condition Immunity: Blinded
Damage Resistance: Lightning
Damage Vulnerabilities: Cold, Fire
Hit Points: 5d10+46
Item: 0.6lb Boko Bark
Other:
Spiked: Direct contact with this Big Peahat deals the toucher 1d2 piercing damage.
Reactions:
Buried: This Big Peahat is only above ground while not flying and gains a +5 bonus to its armor class while below ground.
Senses: 8 Passive Perception, 90ft Tremorsense, 60ft Truesight
Size: Large
Speed: 20ft Fly
Type: Plant
Bubble
Ability Scores (Saving Throws):
Charisma: 14 (+4)
Constitution: 26 (+10)
Dexterity: 18 (+4)
Intelligence: 8 (-1)
Strength: 10 (0)
Wisdom: 14 (+4)
Actions:
Jinxed Swoop (Melee Weapon Attack): +2 To Hit, 2ft 6in Reach, One Target. On Hit: 2d6 Bludgeoning & 1d6 Necrotic Damage. Incapacitates creatures on hit for 18 sc.
Alignment: Neutral Evil
Armor Class: 15 (10+Dex+Natural)
Condition Immunities: Frightened, Poisoned
Damage Immunity: Necrotic
Damage Resistance: Poison
Damage Vulnerability: Radiant
Hit Points: 1d4+20
Item: 0.2lb Stal Remains
Other:
Horrifying Visage: Each non-undead creature of this Bubble’s choice within 30ft must make a wisdom saving throw with a difficulty class of 14 or be frightened of Bubbles, Fire Bubbles, and Ice Bubbles for 1mn.
Reactions:
Jinx: When touched or hit with a melee attack, the toucher or attacker must make a wisdom saving throw with a difficulty class of 14. The toucher or attacker becomes incapacitated for 12 sc on a successful roll or 24sc on a failed roll.
Undead Fortitude: If this Bubble would be reduced to 0 hit points, it must make a constitution saving throw with a difficulty class of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, this Bubble drops to 1 hit point instead.
Sense: 14 Passive Perception
Size: Tiny
Skill Modifier:
Intimidation: +3
Speeds: 5ft Walk, 5ft Climb, 20ft Fly, 5ft Swim
Types: Aberration, Undead
Bullbo
Ability Scores (Saving Throws):
Charisma: 12 (+1)
Constitution: 20 (+5)
Dexterity: 16 (+3)
Intelligence: 4 (-3)
Strength: 20 (+5)
Wisdom: 10 (0)
Actions:
Rush (Melee Weapon Attack): +7 To Hit, 7ft 6in Reach, One Target. On Hit: 1d2+5 Bludgeoning & 1d2 Piercing Damage.
Tusks (Melee Weapon Attack): +7 To Hit, 7ft 6in Reach, One Target. On Hit: 1d2+5 Piercing & 1d2 Slashing Damage.
Alignment: Unaligned
Armor Class: 15 (10+Dex+Studded Leather Armor)
Hit Points: 6d10+45
Items: Large Quadrupedal Studded Leather Armor, Riding Saddle
Senses: 10 Passive Perception, 60ft Scent
Size: Large
Skill Modifier:
Athletics: +3
Speeds: 55ft Walk, 35ft Climb. 40ft Swim
Type: Beast
Dodongo
Ability Scores (Saving Throws):
Charisma: 10 (0)
Constitution: 16 (+5)
Dexterity: 16 (+3)
Intelligence: 2 (-4)
Strength: 20 (+7)Â
Wisdom: 12 (+1)
Actions:
Multi-Attack: This Dodongo can make up to two Claws attacks or one Burning Bite or Fire Breath attack on its turn.
Burning Bite (Melee Weapon Attack): +7 To Hit, 5ft Reach, One Target. On Hit: 1d8+5 Piercing & 1d8 Fire Damage.
Claws (Melee Weapon Attack): +7 To Hit, 5ft Reach, One Target. On Hit: 7 Slashing.
Fire Breath (Ranged Weapon Attack): +5 To Hit, 15ft Cone, All Creatures Within Cone. On Hit: 1d4+5 Fire Damage.
Alignment: Unaligned
Armor Class: 16 (10+Dex+Natural)
Damage Resistances: Non-Critical Fire, Non-Magical Bludgeoning, Non-Magical Piercing, Non-Magical Slashing
Damage Vulnerability: High Critical Fire
Hit Points: 2d8+17
Item: 0.4lb Dodongo Guts
Senses: 11 Passive Perception, 60ft Scent
Size: Medium
Skill Modifier:
Athletics: +1
Speeds: 25ft Walk, 20ft Climb, 10ft Swim
Type: Dragon
Fire Bubble
Ability Scores (Saving Throws):
Charisma: 14 (+4)
Constitution: 26 (+10)
Dexterity: 18 (+4)
Intelligence: 8 (-1)
Strength: 10 (0)
Wisdom: 14 (+4)
Actions:
Flaming Jinxed Swoop (Melee Weapon Attack): +2 To Hit, 2ft 6in Reach, One Target. On Hit: 1d6 Bludgeoning & 1d6 Fire & 1d6 Necrotic Damage. Incapacitates creatures on hit for 18sc.
Alignment: Neutral Evil
Armor Class: 15 (10+Dex+Natural)
Condition Immunities: Frightened, Poisoned
Damage Immunities: Fire, Necrotic
Damage Resistance: Poison
Damage Vulnerabilities: Cold, Radiant
Hit Points: 1d4+20
Item: 0.2lb Stal Remains
Other:
Horrifying Visage: Each non-undead creature of this Fire Bubble’s choice within 30ft must make a wisdom saving throw with a difficulty class of 14 or be frightened of Bubbles, Fire Bubbles, and Ice Bubbles for 1mn.
Reactions:
Jinx: When touched or hit with a melee attack, the creature must make a wisdom saving throw with a difficulty class of 14. The creature becomes incapacitated for 12sc on a successful roll or 24sc on a failed roll.
Undead Fortitude: If this Fire Bubble would be reduced to 0 hit points, it must make a constitution saving throw with a difficulty class of 5 + the damage taken, unless the damage is cold or radiant or from a critical hit. On a success, this Fire Bubble drops to 1 hit point instead.
Senses: 14 Passive Perception
Size: Tiny
Skill Modifier:
Intimidation: +3
Speeds: 5ft Walk, 5ft Climb, 20ft Fly, 5ft Swim
Types: Aberration, Elemental (Fire), Undead
Ice Bubble
Ability Scores (Saving Throws):
Charisma: 14 (+4)
Constitution: 26 (+10)
Dexterity: 18 (+4)
Intelligence: 8 (-1)
Strength: 10 (0)
Wisdom: 14 (+4)
Actions:
Frozen Jinxed Swoop (Melee Weapon Attack): +2 To Hit, 2ft 6in Reach, One Target. On Hit: 1d6 Bludgeoning & 1d6 Cold & 1d6 Necrotic Damage. Incapacitates creatures on hit for 18sc.
Alignment: Neutral Evil
Armor Class: 15 (10+Dex+Natural)
Condition Immunities: Frightened, Poisoned
Damage Immunities: Cold, Necrotic
Damage Resistance: Poison
Damage Vulnerabilities: Fire, Radiant
Hit Points: 1d4+20
Item: 0.2lb Stal Remains
Other:
Horrifying Visage: Each non-undead creature of this Ice Bubble’s choice within 30ft must make a wisdom saving throw with a difficulty class of 14 or be frightened of Bubbles, Fire Bubbles, and Ice Bubbles for 1mn.
Reactions:
Jinx: When touched or hit with a melee attack, the creature must make a wisdom saving throw with a difficulty class of 12. The creature becomes incapacitated for 12sc on a successful roll or 18sc on a failed roll.
Undead Fortitude: If this Ice Bubble would be reduced to 0 hit points, it must make a constitution saving throw with a difficulty class of 5 + the damage taken, unless the damage is fire or radiant or from a critical hit. On a success, this Ice Bubble drops to 1 hit point instead.
Sense: 14 Passive Perception
Size: Tiny
Skill Modifier:
Intimidation: +3
Speeds: 5ft Walk, 5ft Climb, 20ft Fly, 5ft Swim
Types: Aberration, Elemental (Ice), Undead
Kargarok
Ability Scores (Saving Throws):
Charisma: 8 (-1)
Constitution: 14 (+2)
Dexterity: 18 (+6)
Intelligence: 6 (-2)
Strength: 16 (+5)
Wisdom: 14 (+2)
Actions:
Claw & Peck (Melee Weapon Attack): +5 To Hit, 5ft Reach, One Target. On Hit: 1d4+3 Piercing & 2d4 Slashing Damage.
Easy Escape: This Kargarok can take the disengage action as a bonus action on its turn unless it took this action during its previous turn.
Alignment: Unaligned
Armor Class: 14 (10+Dex)
Hit Points: 11d8+32
Items: 0.4lb Golden Feathers
Senses: 15 Passive Perception, 90ft Darkvision
Size: Medium
Skill Modifier:
Perception: +3
Speeds: 15ft Walk, 10ft Climb, 65ft Fly, 10ft Swim
Types: Beast, Elemental (Air)
Poe
Ability Scores (Saving Throws):
Charisma: 16 (+3)
Constitution: 18 (+4)
Dexterity: 18 (+6)
Intelligence: 6 (-2)
Strength: 10 (0)
Wisdom: 22 (+8)
Actions:
Ethereal Lantern (Melee Weapon Attack): +2 To Hit, 5ft Reach, One Target. On Hit: 1d6 Bludgeoning & 1d6 Fire & 1d6 Necrotic Damage.
Nimble Escape: This Poe can take the disengage or hide action as a bonus action on each of its turns.
Superior Invisibility: This Poe can turn invisible or visible as an action.
Alignment: Chaotic Evil
Armor Class: 16 (10+Dex+Ethereal Studded Leather Armor)
Condition Immunities: Grappled, Petrified, Poisoned, Unconscious
Damage Immunity: Necrotic
Damage Resistance: Poison
Damage Vulnerability: Radiant
Hit Points: 2d6+18
Items: Small Ethereal Lantern, Small Ethereal Studded Leather Armor
Languages: Ancient Hylian
Other:
Ethereal: This Poe can pass through solid materials as difficult terrain but suffers 1d2 force damage for each 6sc spent doing so as well as 1d2 force damage upon the initial entrance of the material.
Horrifying Visage: Each non-undead creature of this Poe’s choice within 30 ft must make a wisdom saving throw with a difficulty class of 13 or be frightened of Big Poes and Poes for 1mn.
Senses: 16 Passive Perception, 30ft Blindsight, 60ft Darkvision
Size: Small
Skill Modifiers:
Intimidation: +3
Stealth: +6
Speeds: 20ft , 20ft Climb, 20ft Fly, 20ft SwimÂ
Types: Fiend, Undead
Shadow Beast
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 10 (0)
Dexterity: 18 (+6)
Intelligence: 6 (-2)
Strength: 12 (+1)
Wisdom: 8 (-1)
Action:
Maul (Melee Weapon Attack): +3 To Hit, 5 ft Reach, One Target. On Hit: 2d6+1 Slashing Damage.
Alignment: Lawful Evil
Armor Class: 15 (10+Dex+Natural)
Damage Vulnerability: High Radiant
Hit Points: 9d8+8
Language: Understands Twili
Other:
Blood Frenzy: This Shadow Beast has advantage on melee attack rolls against any creature that doesn’t have all of its hit points.
Frightful Presence: Each creature of this Shadow Beast’s choice within 30ft must make a wisdom saving throw with a difficulty class of 13 or be frightened of Shadow Beasts for 1mn.
Pack Tactics: This Shadow Beast has advantage on an attack roll against a creature if at least one of this Shadow Beast’s allies is within 5ft of the creature and the ally isn’t incapacitated.
Regeneration: At the beginning of this Shadow Beast’s turn, it regains 2d4 hit points.
Reaction:
Relentless: If this Shadow Beast takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. This Shadow Beast must rest before applying this feature again.
Senses: 9 Passive Perception, 60ft Darkvision
Size: Medium
Skill Modifiers:
Intimidation: +6
Persuasion: -3
Speeds: 40ft Walk, 30ft Climb, 25ft Swim
Types: Aberration
Stalfos
Ability Scores (Saving Throws):
Charisma: 8 (-1)
Constitution: 18 (+6)
Dexterity: 14 (+2)
Intelligence: 6 (-2)
Strength: 16 (+5)
Wisdom: 8 (-1)
Actions:
Multi-Attack: This Stalfos can make up to two Mace attacks on its turn.
Mace (Melee Weapon Attack): +5 To Hit, 5ft Reach, One Target. On Hit: 1d6+3 Bludgeoning Damage.
Alignment: Neutral Evil
Armor Class: 15 (10+Dex+Leather Armor+Shield)
Condition Immunity: Poisoned
Damage Immunity: Necrotic
Damage Resistance: Poison
Damage Vulnerability: Radiant
Hit Points: 7d8+40
Items: 0.4lb Stal Remains, Medium Leather Armor, Medium Mace, Medium Shield
Language: Understands Spoken Hylian
Reactions:
Undead Fortitude: If this Stalfos would be reduced to 0 hit points, it must make a constitution saving throw with a difficulty class of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, this Stalfos drops to 1 hit point instead.
Senses: 9 Passive Perception, 60ft Darkvision
Size: Medium
Skill Modifiers:
Athletics: +1
Intimidation: +1
Speeds: 30ft Walk, 20ft Climb, 20ft Swim
Type: Undead
Warhorse
Ability Scores (Saving Throws):
Charisma: 10 (0)
Constitution: 24 (+7)
Dexterity: 18 (+4)
Intelligence: 4 (-3)
Strength: 20 (+7)
Wisdom: 12 (+1)
Actions:
Escape: This Warhorse can take the disengage action as a bonus action on its turn. This Warhorse must rest before using this action again.
Kick (Melee Weapon Attack): +7 To Hit, 7ft 6in Reach, One Target. On Hit: 2d4+5 Bludgeoning Damage.
Alignment: Unaligned
Armor Class: 16 (10+Dex+Studded Leather)
Hit Points: 2d10+31
Items: Large Quadrupedal Studded Leather Armor, Large Military SaddleÂ
Sense: 11 Passive Perception
Size: Large
Skill Modifier:
Athletics: +6
Speeds: 60ft Walk, 35ft Climb, 45ft Swim
Type: Beast