TEXT:  
   
   
  1 
  CoverCover 
   
  t 
   
   
   
   
   
   
   
   
   
   
   
  Cover 
  A Tabletop Roleplaying Game System 
   
   
  
   
   
   
  2 
  Table of ContentsTable of Contents 
   
  Table of Contents 
  Cover ............................ 1 
  Table of Contents ........... 2 
  Credits .......................... 3 
  Website & Discord .................3 
  Artist Credits .........................4 
  Changelog ............................5 
  Using This Book ............. 6 
  Customizing Foes’ Equipment.6 
  Foes and Races ....................6 
  Changing a Foe’s Rank..........7 
  Turning Foes into Bosses .......7 
  Bestiary ......................... 8 
  Animals ................................ 9 
  Armos ................................ 12 
  Aquamentus ....................... 13 
  Beetles .............................. 14 
  Blade Traps ........................ 17 
  Blobs ................................. 18 
  Boe ................................... 19 
  Bokoblin ............................ 20 
  Brigand .............................. 24 
  Cheep Cheep ..................... 28 
  Chuchu .............................. 29 
  Dark Doppelganger ............. 30 
  Darknut.............................. 32 
  Deku Baba ......................... 35 
  Dodongo ........................... 36 
  Ghosts ............................... 37 
  Gohma............................... 38 
  Goriya ................................ 40 
  Guardians .......................... 41 
  Helmasaur .......................... 44 
  Hikkun ............................... 45 
  Keaton ............................... 46 
  Keese ................................ 48 
  Like Like ............................ 50 
  Lizalfos .............................. 51 
  Lynel.................................. 53 
  Magmanos ......................... 54 
  Magtail ............................... 55 
  Moblin ................................ 56 
  Moldorm ............................. 60 
  Molduga ............................. 61 
  Mothula.............................. 62 
  Nox.................................... 63 
  Octorok .............................. 65 
  Pappetto ............................ 68 
  Pols Voice .......................... 71 
  Revenants .......................... 72 
  Shadows ............................ 74 
  Snap Dragon ...................... 76 
  Snurgle .............................. 76 
  Stalfos................................ 77 
  Statues .............................. 80 
  Talus.................................. 83 
  Tektites .............................. 86 
  Three-of-a-Kind .................. 87 
  Wallmaster .......................... 88 
  Wizzrobe ............................ 89 
  Wolfos................................ 92 
  Yiga ................................... 93 
  Zirro ................................... 96 
  Zol & Gel ............................ 97 
  Index .......................... 98 
   
   
  
   
   
   
  3 
  CreditsCredits 
   
  Credits 
  Developed by Mike (“Elemental Knight”) 
  Additional Design by Rob Benson 
   
  Please send comments, feedback, and concerns to ReclaimTheWildTabletop@GMail.com 
   
  Playtesters: Aaron, Alan, Avara Sheridan, Chelsea, Corin CWStra, frigidScholar, Iki, Josh, Kain, 
  Kaorin Sakura, Kayla, Lyle, Manavine, Marhatus, Muzok, Phila, Rini, Tali, Vader, xFalsewingzx 
   
  Fonts used: Hylia Serif (headers) and Calamity Sans (body text). 
   
  Special Thanks to Chelsea, for your unending support and patience; Kaorin Sakura, for showing 
  this can be done; the Pokémon Tabletop community, for being my home for years and years – 
  and the Returners’ Final Fantasy Tabletop community, for being my home before that. 
   
  The Legend of Zelda and all associated properties are owned by Nintendo. This book is a freely-
  distributed system made by fans, for fans, of both tabletop games and of The Legend of Zelda. 
  Please support Nintendo’s official releases! 
   
  Version 1.05; May 2019 
  Website & Discord 
  For the latest on Reclaim the Wild, including ideas for your game and the latest version of 
  these rules, visit ReclaimTheWild.net. You can also come say hello on our Discord server! 
  
   
   
   
  4 
  CreditsCredits 
   
  Artist Credits 
  Cover Image: Eric Cochrane 
   
  Interior Art: 
  Alex Ahad 
  Aniuskie 
  Baba Kinkin 
  Bockom 
  Brendan Milos 
  Carlos C. Beltrán 
  Cpray 
  Dibujante 
  DinoDilopho 
  Dorian G. Kane 
  Edmund Dansart 
  fabianlpineda 
  Goronic 
  GraniteFire 
  Hannah B. 
  Iguruwashi 
  IJKelly 
  Julen Urrutia 
  Karniz 
  Kikino 
  Kittermew 
  LadyLyra 
  lenislucis 
  lordturtlemonk 
  Michael Butler 
  Nicklas Jansson 
  Nintendo 
  Pepperoonie 
  Pertheseus 
  PeteyXkid 
  Rachelrashil 
  Riley Horne 
  RyanosaurusRex 
  Sloth-Power 
  Super-Fergus 
  Terry Chavez 
  Uxia 
  Uzura3026 
  Vladnorris 
  Zambiie
   
  Artwork has been sourced from all over the Internet for Ravage the Wild. Some artwork has been 
  manipulated by the author to better fit the confines of the book. If you see your art here and wish 
  to have it removed, or if we were unable to correctly credit you for it, please contact us. 
   
   
  
   
   
   
  5 
  CreditsCredits 
   
  Changelog 
  Version 1.05 
  • 
  Made some formatting changes to the Stalfos entry, to add some pictures into an otherwise lifeless (hah) article. 
  • 
  Changed Effortless Dodger, and the passive ability on Zirros, to be less punitive. 
  • 
  Corrected errors in Moldorm’s statblock. 
  • 
  Added new monsters: 
  o 
  Babusu 
  o 
  Dark Doppelganger 
  o 
  Scaefos 
   
   
   
  
   
   
   
  6 
  Using This BookUsing This Book 
   
  Using This Book 
  Customizing Foes’ Equipment 
  The enemies presented in this book all have 
  a default equipment loadout. Their Defense, 
  Evasion, and the damage and accuracy of 
  their attacks are all presented with that 
  default equipment in mind. 
   
  However, that doesn’t mean that those foes 
  must use that default equipment. Whenever 
  a foe’s default equipment is not presented as 
  Natural equipment, it’s ripe for changing out. 
  It’s a quick and easy way to make one type 
  of enemy feel a bit more varied, rather than a 
  horde of faceless mooks. 
   
  This is particularly handy when the Heroes 
  are fighting lots of similar monsters: for 
  instance, if the Heroes are fighting through a 
  bandit hideout, the various Brigands they 
  fight might be using different equipment. 
   
  Perhaps some of them are caught unawares, 
  without their armor. Some of them might 
  have different weapons, or additional tools, 
  changing their stats and tactics. And of 
  course, perhaps some lucky or powerful foe 
  is using an enchanted weapon, making them 
  even more of a threat than their fellows. 
  Foes and Races 
  Some foes are just people, members of one 
  of Hyrule’s myriad races. In those cases, the 
  foe is presented in a kind of “race agnostic” 
  way. It’s expected that the GM will apply a 
  Race to the foe, providing it a Weakness and 
  any additional Techniques, Spells, or other 
  attributes that are common to that Race. 
   
  If in doubt, consider foes Hylian by default. 
   
   
   
  
   
   
   
  7 
  Using This BookUsing This Book 
   
  Changing a Foe’s Rank 
  Zelda games have a long and storied 
  tradition of ‘palette swaps’, foes who act the 
  same as past enemies but have stronger 
  stats. You can do the same! However, we 
  have not included such variants in this book, 
  as that would bloat its size fivefold. 
   
  If you want stronger or weaker versions of a 
  given foe, you will need to tailor that monster 
  to suit your needs. 
   
  To quickly increase a foe’s Rank by one: 
  • 
  Increase about half of their Traits (their 
  highest or most important Traits) by 2. 
  • 
  Increase their remaining Traits by 1. 
  • 
  Increase their Defense by… 
  o 
  Civilian: +1 
  o 
  Light or Medium: +2 
  o 
  Heavy: +3 
  o 
  Extreme: +4 
  o 
  Impervious: +8 
  • 
  Increase their Weapons’ Attack by +3. 
  • 
  Adjust the foe’s Concentration, Evasion, 
  Vitality, Health, Magic, and Stamina. 
   
  …and, optionally: 
  • 
  …give the foe a new Spell or Technique. 
  • 
  …Play the foe more intelligently (using 
  more Reactions and Combat Maneuvers, 
  better tactics, or specially-tweaked gear). 
   
  To quickly decrease a foe’s Rank by one: 
  • 
  Reduce half of their Traits (their highest 
  or most important Traits) by 2. (Min. 1) 
  • 
  Reduce remaining Traits by 1. (Min. 0) 
  • 
  Reduce their Defense, per the above. 
  • 
  Worsen all equipment by one Rank. 
  • 
  Adjust the foe’s Concentration, Evasion, 
  Vitality, Health, Magic, and Stamina. 
   
  These procedures may not always yield 
  statistically perfect results, but they’ll get you 
  more than close enough for fast, fun fights. 
  Turning Foes into Bosses 
  Sometimes, a GM may want to take an 
  existing foe, and turn them into a Heavy, 
  Mini-Boss, or Boss. This allows them to 
  easily make a bigger, meaner version of a 
  foe, giving even a whole team of Heroes a 
  mighty threat to face. 
   
  To turn a foe into a Heavy, Mini-Boss, or 
  Boss, do the following: 
  • 
  Apply the appropriate Order to the 
  monster, with all of its benefits. (This 
  increases the amount of HP, MP, and SP 
  that the foe has, as well as the amount 
  of Materials or loot it drops.) 
  • 
  Consider giving the foe at least one 
  additional Spell or Technique that its 
  lesser brethren don’t have. Mini-Bosses 
  and Bosses should probably get more 
  than one extra trick. 
  • 
  If you’re making the foe into a Mini-Boss 
  or Boss, give the foe a Weak Point for 
  the Heroes to discover and exploit. 
  • 
  Consider giving the foe an additional, 
  helpful Passive or two. You should 
  especially consider Passives that work 
  with (or are shut down by) the foe’s 
  Weak Point. 
  • 
  Often, these supercharged foes are also 
  super-sized. Consider increasing the 
  foe’s Size by one or more steps. 
   
  Finally, don’t forget that Bosses often have 
  their own, specially-designed room that 
  serves as their battle arena. Consider what 
  might help the Boss defend itself – and what 
  might help Heroes defeat it – when designing 
  such a room. 
   
   
   
   
   
   
  
   
   
   
  8 
  BestiaryBestiary 
   
  Bestiary 
   
   
   
  
   
   
   
  9 
  BestiaryBestiary 
   
  Animals 
  Throughout Hyrule and the lands beyond its 
  borders, various animals populate the 
  countryside. They might live with 
  townspeople in their homes or farms, or 
  populate the countryside as wild and 
  untamed beasts. Some might be mundane, 
  and others a little bit more magical. 
  Cat, Domestic 
  Cat, Domestic 
  Rank 1 Natural Hunter 
  HP: 8 
  MP: 0 
   
  SP: 16 
  Defense: 0 (Unarmored) 
  Concentration: 14 
  Initiative: +4 
  Evasion: 14 
  Size: Small 
  Vitality:  12 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 8 
  To-Hit Check: +7 
  Range: Melee 
  Default Weapon: Cat’s Paw 
  (Rank 1 Natural Dagger) 
  Accuracy: 4 
  Attack: 5 
  Durability: - 
  Predator Pounce (Passive) 
  If you hit a foe with a Sneak Attack, and they do not use a Reaction 
  against the attack, then they are put Off Balance. 
  Limited Intelligence, Darkvision, Scent Sense 
  Combat 
  3 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  2 
   
  Magic 
  0 
  Stamina 
  2 
  Athletics 
  2 
   
  Arcana 
  0 
  Nature 
  3 
  Civilization 
  2 
   
  Perception 
  4 
  Agility 
  4 
  Fortitude 
  2 
   
  Influence 
  3 
  Command 
  1 
  Intimidate 
  3 
   
  Discipline 
  4 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  1 
  Guile 
  1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Catsgut (Rank 1 Monster Parts) 
   
  Domestic Cats hunt small prey (such as mice 
  and birds) by sneaking up behind them, and 
  then pouncing, knocking them to the 
  ground. If the first blow doesn’t defeat their 
  prey, surely the second one will – if not, they 
  may choose to retreat, lick their wounds, and 
  try again when the heat is off. 
   
   
   
   
   
   
   
   
  Crow 
  Crow 
  Rank 1 Natural Warrior 
  HP: 8 
  MP: 0 
   
  SP: 16 
  Defense: 4 (Light) 
  Concentration: 13 
  Initiative: +4 
  Evasion: 14 
  Size: Small 
  Vitality:  11 
  Movement: 6 (Flying), 3 (Walking) 
  Strike 
  Damage: 7 
  To-Hit Check: +9 
  Range: Melee 
  Dash Attack 
  8 Stamina 
  Damage: 7 
  Range: See Effect 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Mug 
  8 Stamina 
  Damage: 7 
  Range: Melee 
  Roll To-Hit target’s Concentration; on success, you Disarm the 
  target of one item the target has in their hands or on their belt, and 
  they drop the item in your square. You may immediately use a Minor 
  Action to pick the item up. 
  Default Weapon: Crow’s Beak 
  (Rank 1 Natural Dagger) 
  Accuracy: 4 
  Attack: 5 
  Durability: - 
  Leave with the Loot (Passive) 
  When this creature has at least one item in their hands, their 
  Movement increases by 2, and their Evasion decreases by 2. 
  Limited Intelligence 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  5 
  Hearts 
  2 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  2 
   
  Arcana 
  0 
  Nature 
  3 
  Civilization 
  3 
   
  Perception 
  4 
  Agility 
  4 
  Fortitude 
  1 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  3 
  Insight 
  3 
  Mechanics 
  2 
   
  Perform 
  2 
  Guile 
  4 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Crow Feather (Rank 1 Monster Parts) 
   
  Crows are wily birds, seeking out unwary 
  travelers and swooping down on them to 
  mercilessly harass them. Their goal is not 
  blood or vengeance, but profit: Crows often 
  try to Mug passers-by to relieve them of their 
  goods, and then fly off with them to their 
  nests. To a Hero, a Crow’s nest is as good 
  as a Treasure Chest, sure to contain lots of 
  loot that past travelers lost to the Crow. 
   
   
   
   
   
   
   
   
  
   
   
   
  10 
  BestiaryBestiary 
   
  Cucco 
  Cucco 
  Rank 3 Natural Blaster 
  HP: 32 
  MP: 0 
   
  SP: 24 
  Defense: 20 (Extreme) 
  Concentration: 14 
  Initiative: +6 
  Evasion: 10 
  Size: Small 
  Vitality:  16 
  Movement: 6 (Walking), 3 (Flying) 
  Strike 
  Damage: 15 
  To-Hit Check: +9 
  Range: Melee 
  Cucco Storm 
  12 Stamina 
  Damage: Special 
  Range: Field 
  The weather in the area changes to Cucco Storm (Rank 1). While 
  the weather is Cucco Storm, each combatant takes (Rank) damage 
  at the start of their turn if they have harmed a Cucco recently. This 
  damage is not modified by Defense, Resistances, or any other 
  factors. If Cucco Storm is used again, increase the Rank of Cucco 
  Storm weather by 1. 
  Default Weapon: Cucco Beak 
  (Rank 1 Natural Hand Axe) 
  Accuracy: 3 
  Attack: 13 
  Durability: - 
  Limited Intelligence 
  Immune: Distracted 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  6 
  Hearts 
  8 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  2 
   
  Arcana 
  0 
  Nature 
  1 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  6 
  Fortitude 
  6 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  1 
   
  Insight 
  1 
  Discipline 
  4 
  Mechanics 
  0 
   
  Perform 
  1 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 2x Cucco Down (Rank 3 Monster Part) 
  5x Cucco Meat (Rank 3 Food Ingredient) 
   
  Cuccos are peaceful, oblivious creatures, 
  and are unaware of any combat unless and 
  until they are involved in it personally – at 
  which point, they will attempt to flee. If struck 
  repeatedly (typically, if brought down to half 
  health), they will use Cucco Storm and 
  continue to attempt to flee under the cover 
  of their rampaging brethren. If still pursued 
  and struck again (brought down to Peril), 
  they will use Cucco Storm again – and then, 
  begin to fight back themselves, pecking at 
  whatever Cucco-abuser is closest. 
   
   
   
   
   
   
   
   
   
  Dog, Domestic 
  Dog, Domestic 
  Rank 1 Natural Warrior 
  HP: 8 
  MP: 0 
   
  SP: 12 
  Defense: 0 (Unarmored) 
  Concentration: 13 
  Initiative: +3 
  Evasion: 13 
  Size: Small 
  Vitality:  13 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 8 
  To-Hit Check: +6 
  Range: Melee 
  Default Weapon: Dog’s Teeth 
  (Rank 1 Natural Dagger) 
  Accuracy: 4 
  Attack: 5 
  Durability: - 
  Drag Down (Passive) 
  If you hit a foe with a Basic Attack or Charge, and they do not use a 
  Reaction against the attack, then they are Knocked Prone. 
  Limited Intelligence 
  Scent Sense 
  Combat 
  3 
   
  Willpower 
  0 
  Accuracy 
  2 
  Hearts 
  2 
   
  Magic 
  0 
  Stamina 
  3 
  Athletics 
  2 
   
  Arcana 
  0 
  Nature 
  3 
  Civilization 
  2 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  3 
   
  Influence 
  4 
  Command 
  1 
  Intimidate 
  3 
   
  Discipline 
  3 
  Insight 
  4 
  Mechanics 
  0 
   
  Perform 
  1 
  Guile 
  1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Hound’s Hide (Rank 1 Monster Parts) 
   
  Dogs are a common companion for farmers, 
  townspeople, and even young adventurers. 
  While a domesticated Dog is rarely a force to 
  be reckoned with in a fight, they can be very 
  helpful for other tasks, such as herding, 
  guarding, or tracking. Of course, they make 
  lovely pets, as well. 
   
  When forced to fight, a Dog will typically 
  Charge at the foe that presents the greatest 
  threat to their pack, using their Drag Down 
  ability to bring them to the ground.  
   
   
  
   
   
   
  11 
  BestiaryBestiary 
   
  Horse 
  Horse 
  Rank 2 Natural Protector 
  HP: 16 
  MP: 0 
   
  SP: 20 
  Defense: 0 (Unarmored) 
  Concentration: 12 
  Initiative: +4 
  Evasion: 14 
  Size: Large 
  Vitality:  14 
  Movement: 8 (Walking), 4 (Swimming) 
  Strike 
  Damage: 11 
  To-Hit Check: +6 
  Range: Melee 
  Default Weapon: Horse Hoof 
  (Rank 2 Natural Club) 
  Accuracy: 4 
  Attack: 9 
  Durability: - 
  Limited Intelligence 
  Mount 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  2 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  6 
   
  Arcana 
  0 
  Nature 
  3 
  Civilization 
  2 
   
  Perception 
  3 
  Agility 
  4 
  Fortitude 
  4 
   
  Influence 
  2 
  Command 
  1 
  Intimidate 
  2 
   
  Discipline 
  2 
  Insight 
  4 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Rat Tail (Rank 1 Monster Parts) 
   
  Horses are rarely found in the wild, in small 
  herds that rove over hill and dale. Skittish 
  and swift, a Horse is more likely to flee a 
  fight than to attack. If tamed – or if rented or 
  bought from a Stable – a Horse can make a 
  valuable Companion, enabling incredibly swift 
  travel and mounted combat. 
  Insects 
  Insects like moths, bees, or stinging flies can 
  be a pain in a Hero’s side. Be sure to keep 
  on your guard, or they’ll make you Sick! 
   
  Insects 
  Rank 0 Natural Hunter Swarm 
  HP: - 
  MP: 0 
   
  SP: 0 
  Defense: 0 (Unarmored) 
  Concentration: 12 
  Initiative: +3 
  Evasion: 13 
  Size: Diminutive 
  Vitality:  11 
  Movement: 3 (Flying) 
  Strike 
  Damage: 1 
  To-Hit Check: +6 
  Range: Melee 
  Sickening Threat (Passive) 
  If you hit a foe with a Basic Attack, and they do not use a Reaction 
  against the attack, then they are made Sick. 
  Instinctive Intelligence, Darkvision 
  Combat 
  1 
   
  Willpower 
  0 
  Accuracy 
  6 
  Hearts 
  - 
   
  Magic 
  0 
  Stamina 
  0 
  Athletics 
  0 
   
  Arcana 
  1 
  Nature 
  2 
  Civilization 
  1 
   
  Perception 
  2 
  Agility 
  3 
  Fortitude 
  1 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  2 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: (Hearts) Insect Parts (Rank 0 Critter) 
  Rat, Common 
  Rat, Common 
  Rank 1 Natural Hunter 
  HP: 4 
  MP: 0 
   
  SP: 8 
  Defense: 0 (Unarmored) 
  Concentration: 11 
  Initiative: +4 
  Evasion: 14 
  Size: Tiny 
  Vitality:  11 
  Movement: 6 (Walking) 
  Strike 
  Damage: 6 
  To-Hit Check: +7 
  Range: Melee 
  Default Weapon: Rat Tooth 
  (Rank 0 Natural Dagger) 
  Accuracy: 4 
  Attack: 5 
  Durability: - 
  Denizen of Shadows (Passive) 
  While in dim light, this creature is Hard to Hit.  
  While in total darkness, this creature is Very Hard to Hit.  
  While in bright direct light or sunlight, this creature is Blinded. 
  Instinctive Intelligence 
  Darkvision, Scent Sense 
  Combat 
  1 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  1 
   
  Magic 
  0 
  Stamina 
  2 
  Athletics 
  1 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  3 
   
  Perception 
  2 
  Agility 
  4 
  Fortitude 
  1 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  1 
   
  Discipline 
  1 
  Insight 
  1 
  Mechanics 
  1 
   
  Perform 
  0 
  Guile 
  2 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Rat Tail (Rank 1 Monster Parts) 
   
  Common Rats can be found in caves, 
  basements, and other dark places all 
  throughout Hyrule. They prefer to hang 
  back, hugging the walls of the room, unless 
  an opportunity to strike in darkness presents 
  itself – then, they rush out to strike. 
   
   
   
  
   
   
   
  12 
  BestiaryBestiary 
   
  Armos 
  Stone statues crudely made to resemble 
  ancient knights. Their rocky exterior makes 
  them particularly durable opponents. Though 
  clumsy, they can move as fast as any Hero 
  when roused to action. However, Armos 
  cannot rouse themselves to action: they only 
  spring into action when touched, or activated 
  en masse by some mechanism. 
  Armos Statue 
  Armos Statue 
  Rank 1 Mechanical Warrior 
  HP: 16 
  MP: 0 
   
  SP: 16 
  Defense: 8 (Heavy) 
  Concentration: 14 
  Initiative: +1 
  Evasion:   7 
  Size: Medium 
  Vitality:  14 
  Movement: 3-8 (Walking) (See Below) 
  Strike 
  Damage: 10, Earth 
  To-Hit Check: +5 
  Range: Melee 
  Riposte 
  4 Stamina 
  Damage: - 
  Range: - 
  When you successfully Deflect an attack with your shield, you may 
  activate this Technique to make a follow-up Basic Attack with your 
  other equipped Weapon. 
  Default Weapon: Stone Sword 
  (Rank 1 Metal Sword, Earth damage) 
  Accuracy: 3 
  Attack: 6 
  Durability: 6 
  Stone Shield 
  (Rank 1 Metal Shield, Earth damage) 
  Accuracy: 4 
  Attack: 4 
  Durability: 5 
  Invincible Until Instigated (Passive) 
  This creature is immobile, unable to act, and invulnerable to all 
  harm, until it awakens or otherwise enters combat. 
  Random Rapidity (Passive) 
  When initially awoken, roll (1d6 + 2). This becomes this creature’s 
  Movement until it returns to an inactive state. 
  Limited Intelligence 
  Immune: Shock damage; Weakness: Ice damage 
  Combat 
  4 
   
  Willpower 
  0 
  Accuracy 
  2 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  3 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  4 
   
  Perception 
  1 
  Agility 
  1 
  Fortitude 
  4 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  4 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapon (when available) & Remaining Ammo 
  2x Tykogi Iron (R1 Metal) or Clay (R1 Stone) 
   
  Armos Statues are invulnerable to all damage 
  when inactive, and only activate when 
  touched or otherwise roused to action. Once 
  active, they prove only slightly easier to kill, 
  with thick stone and skilled shield-work 
  enabling them to survive all but the most 
  concentrated assaults. Beware – some 
  Armos are slow, others deadly-quick!
   
  Tinsuit 
  Tinsuit 
  Rank 1 Mechanical Hunter 
  HP: 12 
  MP: 0 
   
  SP: 16 
  Defense: 8 (Heavy) 
  Concentration: 15 
  Initiative: +2 
  Evasion:   8 
  Size: Medium 
  Vitality:  15 
  Movement: 3-8 (Walking) (See Below) 
  Shoot Arrow 
  Damage: 8, Earth 
  To-Hit Check: +8 
  Range: Projectile 8 
  Pinning Shot 
  4 Stamina 
  Damage: 8 
  Range: Projectile 8 
  Roll To-Hit target’s Concentration; on success, the target is Halted 
  until the end of their next turn. 
  Default Weapon: Stone Crossbow 
  (Rank 1 Metal Crossbow, Earth damage) 
  Ammunition: 5x Arrows 
  Accuracy: 4 
  Attack: 5 
  Durability: 6 
  Invincible Until Instigated (Passive) 
  This creature is immobile, unable to act, and invulnerable to all 
  harm, until it awakens or otherwise enters combat. 
  Random Rapidity (Passive) 
  When initially awoken, roll (1d6 + 2). This becomes this creature’s 
  Movement until it returns to an inactive state. 
  Limited Intelligence 
  Immune: Shock damage; Weakness: Ice damage 
  Combat 
  3 
   
  Willpower 
  0 
  Accuracy 
  4 
  Hearts 
  3 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  3 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  4 
   
  Perception 
  3 
  Agility 
  2 
  Fortitude 
  5 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  5 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapon (when available) & Remaining Ammo 
  2x Tykogi Iron (R1 Metal) or Clay (R1 Stone) 
   
  Tinsuits are sniper Armos, armed with a 
  crossbow, installed in advantageous 
  locations, designed to rain arrows on foes. 
  Armos Lore 
  Novice (DC 7): Wherever there are ancient 
  ruins, there might be Armos. Mothers often 
  warn their children to never touch a statue 
  they don’t know for sure is inanimate. 
   
  Journeyman (DC 10): Armos may be tough, 
  but they aren’t wise of agile. Tricks, traps, 
  and status ailments can all stop an Armos. 
   
  Adept (DC 13): Armos are mechanical 
  marvels, their internal contraptions finely-
  tuned clockwork. Some scholars speculate 
  they may be prototype Guardians.
  
   
   
   
  13 
  BestiaryBestiary 
   
  Aquamentus 
  Aquamentus are fearsome dragons, easily 
  recognized by their single unicorn-style horn. 
  They move slowly, and have stubby wings 
  that allow them limited flight. They make up 
  for their lackluster mobility with skill at 
  breathing fire, so watch out for their flame 
  breath and fireballs! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aquamentus 
  Rank 1 Natural Blaster BOSS 
  HP: 120 
  MP: 60 
   
  SP: 60 
  Defense: 6 (Medium) 
  Concentration: 13 
  Initiative: +2 
  Evasion: 10 
  Size: Large 
  Vitality:  13 
  Movement: 5 (Walking), 3 (Flying) 
  Use Rod 
  Damage: 8 
  To-Hit Check: +7 
  Range: Projectile 4 
  Dash Attack 
  8 Stamina 
  Damage: 8 
  Range: See Effect 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Flame Breath 
  8 Magic 
  Damage: 13 
  Range: Cone 2 or 
  Projectile 8 
  Roll To-Hit Target’s Vitality; on success, target is On Fire. 
  Zola’s Fireball 
  3 Magic 
  Damage: 10 
  Range: Projectile 8 
   
  Default Weapon: Aquamentus Horn 
  (Rank 1 Natural Rod) 
  Accuracy: 4 
  Attack: 5 
  Durability: - 
  Aim for the Horn (Weak Point) 
  This creature’s horn is its weak point, and is Hard to Hit. 
  Limited Intelligence, Mount 
  Combat 
  3 
   
  Willpower 
  3 
  Accuracy 
  3 
  Hearts 
  3 
   
  Magic 
  3 
  Stamina 
  3 
  Athletics 
  3 
   
  Arcana 
  2 
  Nature 
  2 
  Civilization 
  3 
   
  Perception 
  3 
  Agility 
  2 
  Fortitude 
  3 
   
  Influence 
  2 
  Command 
  0 
  Intimidate 
  3 
   
  Discipline 
  3 
  Insight 
  3 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 1x Aquamentus Horn (Rank 1 Monster Part) 
  10x Aquamentus Scale (Rank 1 Monster Part) 
  Small Fairies, equal to size of party 
  
   
   
   
  14 
  BestiaryBestiary 
   
  Beetles 
  Large insects with hard shells, Beetles are 
  durable and tenacious foes. It is nearly 
  impossible for a Hero to crack their shells 
  with brute force – instead, they must use 
  their wits to best these bugs. 
  Zoro Beetle 
  Zoro Beetle 
  Rank 0 Natural Hunter Swarm 
  HP: - 
  MP: 0 
   
  SP: 8 
  Defense: 0 (Unarmored) 
  Concentration: 10 
  Initiative: +4 
  Evasion: 13 
  Size: Tiny 
  Vitality:  12 
  Movement: 3 (Walking) 
  Strike 
  Damage: 2 
  To-Hit Check: +3 
  Range: Melee 
  Insect Infiltration 
  4 Stamina 
  Damage: 2 
  Range: Melee 
  Roll To-Hit Target’s Concentration; on success, the target is Off-
  Balance and Distracted by you until the beginning of their next turn, 
  and the damage from this attack ignores Defense. 
  Natural Shoveler (Passive) 
  This creature is capable of digging as if it had a Shovel, of a Rank 
  equal to its own. 
  Instinctive Intelligence 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  - 
   
  Magic 
  0 
  Stamina 
  2 
  Athletics 
  1 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  1 
   
  Perception 
  1 
  Agility 
  3 
  Fortitude 
  2 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  0 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: (Hearts) Bug Guts (Rank 0 Monster Part) 
   
  Zoro Beetles are tiny, black-and-white 
  insects that can often be found in patches of 
  loamy dirt, crawling out of holes in the 
  ground, or hiding in the back of a kitchen 
  cabinet. On their own, they pose little threat 
  – however, in the middle of a difficult battle, 
  the last thing you want is a Beetle crawling 
  inside your armor and nipping at you. 
   
   
   
   
   
   
   
  Spiked Beetle 
  Spiked Beetle 
  Rank 1 Natural Warrior 
  HP: 12 
  MP: 0 
   
  SP: 16 
  Defense: 12 (Extreme) 
  Concentration: 12 
  Initiative: +3 
  Evasion:   0 
  Size: Medium 
  Vitality:  12 
  Movement: 4 (Walking) 
  Strike 
  Damage: 8 
  To-Hit Check: +7 
  Range: Melee 
  Dash Attack 
  8 Stamina 
  Damage: 8 
  Range: See Effect 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Spin Attack 
  8 Stamina 
  Damage: 8 
  Range: Burst 1 
   
  Default Weapon: Spiked Shell 
  (Rank 1 Natural Shield) 
  Accuracy: 4 
  Attack: 4 
  Durability: - 
  Soft-Bellied (Passive) 
  Attacks against this creature from below, or while it is Prone, ignore 
  half of this creature’s Defense. 
  Limited Intelligence 
  Combat 
  4 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  3 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  3 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  1 
   
  Perception 
  2 
  Agility 
  3 
  Fortitude 
  2 
   
  Influence 
  1 
  Command 
  1 
  Intimidate 
  3 
   
  Discipline 
  2 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 2x Beetle Spike (Rank 1 Monster Part) 
  1x Spike Chitin (Rank 1 Critter, Fortified) 
   
  Spiked Beetles have a durable spiked shell, 
  but their top-heaviness is their weakness: if 
  flipped over, they become helpless and 
  vulnerable. They love to charge headlong at 
  the first foe they see, which can easily lead 
  to them getting tricked or trapped. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  15 
  BestiaryBestiary 
   
  Hardhat Beetle 
  Hardhat Beetle 
  Rank 2 Natural Protector 
  HP: 20 
  MP: 0 
   
  SP: 24 
  Defense: 10 (Heavy) 
  Concentration: 12 
  Initiative: +3 
  Evasion: 11 
  Size: Medium 
  Vitality:  14 
  Movement: 4 (Walking) 
  Strike 
  Damage: 12 
  To-Hit Check: +8 
  Range: Melee 
  Dash Attack 
  8 Stamina 
  Damage: 12 
  Range: See Effect 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Ordon Rush 
  8 Stamina 
  Damage: 9 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, you begin pushing them.  
  You may continue to move, but it must be in a straight line. Your 
  target is pushed in front of you for the duration of this further 
  movement. 
  Default Weapon: Hard Shell 
  (Rank 2 Natural Shield) 
  Accuracy: 4 
  Attack: 7 
  Durability: - 
  Cushioning Carom (Passive) 
  When struck by an attack, if this creature is not Slowed, Halted, on 
  Difficult Terrain, or otherwise kept from moving, it is pushed back 3 
  squares, and reduces the damage taken by half. This does not 
  protect against falling damage, nor damage from being pushed into 
  hazards. 
  Oblivious (Passive) 
  This creature cannot use Reactions. 
  Slippery Step (Passive) 
  This creature treats all terrain as if it were Slightly Slick. (When 
  moving on a Slightly Slick surface, you must make an Agility roll v. 
  DC 10 to stop. If you fail, on an odd-numbered roll, you will 
  continue to move one further square in the direction you were 
  travelling; on an even-numbered roll, you become Off-Balance. On 
  success, you may instead choose either failure result to occur 
  instead.) 
  Soft-Bellied (Passive) 
  Attacks against this creature from below, or while it is Prone, ignore 
  half of this creature’s Defense. 
  Limited Intelligence 
  Combat 
  5 
   
  Willpower 
  0 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  1 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  4 
   
  Influence 
  1 
  Command 
  1 
  Intimidate 
  4 
   
  Discipline 
  2 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 2x Beetle Carapace (Rank 2 Monster Part) 
  1x Hardhat Chitin (Rank 2 Critter, Tough) 
   
  Hardhat Beetles are extremely durable foes. 
  Not only is their shell hard as diamond (or so 
  it is said), but when struck, they go 
  careening across the floor, reducing the 
  damage they take. The best bet is either to 
  stop them in their track (by freezing or 
  snaring them), or to trick them into a 
  dangerous, damaging hazard.
   
  Beetle Lore 
  Effortless (DC 4): All Beetles have a hard, 
  durable shell. Brute force alone is rarely 
  enough to deal with them. 
   
  Novice (DC 7): Beetles large and small 
  prefer to live underground. The smaller ones 
  just dig a tiny hole, but the big ones prefer 
  caves and abandoned structures. It’s rare 
  indeed to see a Beetle in the open sunlight. 
   
  Journeyman (DC 10): Ancient dungeon-
  builders often left small entrances for Beetles 
  in their trap-filled tombs, particularly in rooms 
  with pits, spikes, or other dangerous terrain. 
  If you find yourself in a dungeon, fighting 
  Beetles, and the room seems otherwise safe 
  – beware, for the other shoe may yet drop. 
   
  Adept (DC 13): Zoro Beetles are a common 
  nuisance, but be on the lookout for when 
  they’re amassed in a mound of rich, loamy 
  dirt. That often indicates a spot where 
  someone buried something; the Beetles 
  have merely taken advantage of the 
  loosened dirt to build a nest. 
   
   
  
   
   
   
  16 
  BestiaryBestiary 
   
  Stagnox 
  Stagnox 
  Rank 2 Natural Rallier BOSS 
  HP: 120 
  MP: 0 
   
  SP: 100 
  Defense: 10 (Heavy) 
  Concentration: 15 
  Initiative: +4 
  Evasion: 10 
  Size: Huge 
  Vitality:  14 
  Movement: 6 (Walking), 3 (Flying) 
  Strike 
  Damage: 12 
  To-Hit Check: +8 
  Range: Melee 
  Summon Blastworm 
  4 Stamina 
  Damage: - 
  Range: Projectile 8 
  You create a Blastworm in the targeted square. If a creature is in the 
  targeted square, the Blastworm appears in a random square 
  adjacent to the target. Blastworms created this way do not provide 
  any drops when defeated. 
  Dash Attack 
  8 Stamina 
  Damage: 12 
  Range: See Effect 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Ordon Rush 
  8 Stamina 
  Damage: 9 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, you begin pushing them.  
  You may continue to move, but it must be in a straight line. Your 
  target is pushed in front of you for the duration of this further 
  movement. 
  Default Weapon: Stagnox Horn 
  (Rank 2 Ancient Spear) 
  Accuracy: 4 
  Attack: 8 
  Durability: 10 
  Poisonous Mist Posterior (Passive) 
  The rear of the Stagnox emits a powerful poisonous mist. While 
  active, the Stagnox’s rear is immune to all damage. The poisonous 
  mist can be dispelled for one full round by using Korok Leaf’s Wind, 
  Bombs, or other shockwave or wind-based attacks. 
  Poisonous Step (Passive) 
  This creature affects terrain it walks over with Poisonous Mire. 
  Poisonous Mire deals 2 damage when stepped into or when one 
  starts one’s turn in it, and makes one Sick if one spends a whole 
  turn in it. This terrain lasts until the beginning of this creature’s next 
  turn. This creature is immune to the terrain type it creates. 
  Soft Tail (Weak Point) 
  The tip of this creature’s tail is its Weak Point. This Weak Point can 
  only be struck from behind the Stagnox, and only if it is not currently 
  shrouded in poison. This Weak Point is Hard to Hit. Once struck, 
  the Weak Point retracts into the Stagnox for one full round, and the 
  Stagnox is Knocked Prone. After this time, the Soft Tail reappears, 
  the Stagnox’s poison mist reappears (if it was dispelled), and the 
  Stagnox recovers from all status ailments. 
  Limited Intelligence 
  Immune: Disarm 
  Combat 
  4 
   
  Willpower 
  1 
  Accuracy 
  4 
  Hearts 
  3 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  5 
   
  Arcana 
  1 
  Nature 
  3 
  Civilization 
  0 
   
  Perception 
  3 
  Agility 
  4 
  Fortitude 
  4 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  5 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapon (when available) 
  6x Stagnox Scales (Rank 2 Monster Part) 
  5x Gear (Rank 2 Ancient Material) 
  Small Fairies, equal to size of party 
   
   
   
   
   
   
  The Stagnox is a fearsome forest beast, 
  reigning over a lost temple or hidden glade, 
  clad in a kind of cobbled-together Ancient 
  armor. It has little patience for interlopers, 
  and will almost always attack on sight.  
   
  While on the ground, the Stagnox likes to try 
  and charge foes with its horn, or to simply 
  attack normally. While in the sky, it likes to 
  Summon Blastworms on the foes below it, 
  and then to try and charge in. 
  Blastworm 
  Blastworm 
  Rank 1 Natural Blaster 
  HP: 8 
  MP: 0 
   
  SP: 4 
  Defense: 4 (Light) 
  Concentration: 13 
  Initiative: +2 
  Evasion: 12 
  Size: Small 
  Vitality:  11 
  Movement: 3 (Walking) 
  Strike 
  Damage: 12 
  To-Hit Check: +8 
  Range: Melee 
  Prime to Blow 
  (Reaction) 
  4 Stamina 
  Damage: - 
  Range: Self 
  Use Requirement: You are struck by an attack. 
  You curl into a ball, and turn into a freshly-lit Bomb. You no longer 
  have any actions, and do not resist being picked up. It doused, you 
  cease being a Bomb, and may take your next turn as normal. 
  Default Weapon: Blastworm Carapace 
  (Rank 2 Natural Shield) 
  Accuracy: 4 
  Attack: 4 
  Durability: - 
  Limited Intelligence 
  Combat 
  1 
   
  Willpower 
  1 
  Accuracy 
  3 
  Hearts 
  2 
   
  Magic 
  0 
  Stamina 
  1 
  Athletics 
  1 
   
  Arcana 
  1 
  Nature 
  2 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  2 
  Fortitude 
  1 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  1 
   
  Discipline 
  3 
  Insight 
  3 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 2x Blastworm Bits (Rank 1 Monster Part) 
  1x Bomb 
   
  Blastworms are often summoned by Stagnox 
  to harass the larger beetle’s opponents. 
  They can also appear in places with lots of 
  loose rocks or hidden crevices – where the 
  potential to create a new passage with a 
  well-placed Bomb is high. 
   
   
  
   
   
   
  17 
  BestiaryBestiary 
   
  Blade Traps 
  Blade Traps are a common hazard for 
  dungeon-delving Heroes in Hyrule. Lurking 
  in the dark corners of the underground, they 
  often serve as deterrents against dawdlers. 
  Blade Trap 
   
  Blade Traps are the most common trap. 
  Simple devices often placed just around the 
  corner from an open doorway, they charge in 
  a straight line, hoping to catch visitors’ shins 
  between their sharp blades. 
   
  Blade Trap 
  Rank 1 Mechanical Trap 
  HP: 16 
  MP: 0 
   
  SP: 8 
  Defense: 18 (Impervious) 
  Concentration: 12 
  Initiative: +3 
  Evasion:   7 
  Size: Medium 
  Vitality:  15 
  Movement: 3 (Walking) 
  Strike 
  Damage: 11 
  To-Hit Check: +7 
  Range: Melee 
  Default Weapon: Blade Trap Blade 
  (Rank 1 Metal Sword) 
  Accuracy: 3 
  Attack: 6 
  Durability: 6 
  Cardinal Charger (Passive) 
  Aside from any listed attacks, this creature may only use the Charge 
  Basic Attack. Further, it may only attack or move in cardinal 
  directions (directly North, South, East, or West). 
  Nigh-Unstoppable (Passive) 
  This creature has +2 to resist being Grappled, Halted, Knocked 
  Prone, Pushed, or Slowed. 
  Start from the Start (Passive) 
  Once a Blade Trap has activated and attempted to attack, it must 
  return to its starting position before it can make another attack. 
  Instinctive Intelligence 
  Immune: Blind, Distracted, Flirt 
  Combat 
  5 
   
  Willpower 
  0 
  Accuracy 
  4 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  2 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  3 
  Fortitude 
  5 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  3 
   
  Discipline 
  2 
  Insight 
  0 
  Mechanics 
  2 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapon (when available) 
  2x Tykogi Iron (Rank 1 Metal) 
  Chaser 
  Chasers are upgraded 
  Blade Traps, 
  equipped with a 
  single eye. Unlike 
  the classic Blade 
  Trap, Chasers do 
  not have to return to 
  their origin point to attack 
  again. They mindlessly follow a chosen foe, 
  trying to catch them in their whirring blades. 
   
  Chaser 
  Rank 2 Mechanical Trap 
  HP: 20 
  MP: 0 
   
  SP: 16 
  Defense: 26 (Impervious) 
  Concentration: 13 
  Initiative: +4 
  Evasion:   7 
  Size: Medium 
  Vitality:  16 
  Movement: 4 (Walking) 
  Strike 
  Damage: 14 
  To-Hit Check: +8 
  Range: Melee 
  Boot-Cut Buzzsaw 
  8 Stamina 
  Damage: 14 
  Range: Melee 
  You cut through the foe in a straight line, ending on the other side 
  of them. Make a Disarm attempt against the foe (Accuracy and 
  Combat v. Vitality); on success, you knock their Leg armor off, 
  depriving them of its use. 
  Default Weapon: Chaser’s Blade 
  (Rank 2 Metal Dagger) 
  Accuracy: 4 
  Attack: 8 
  Durability: 9 
  Cardinal Charger (Passive) 
  Aside from any listed attacks, this creature may only use the Charge 
  Basic Attack. Further, it may only attack or move in cardinal 
  directions (directly North, South, East, or West). 
  Nigh-Unstoppable (Passive) 
  This creature has +2 to resist being Grappled, Halted, Knocked 
  Prone, Pushed, or Slowed. 
  Instinctive Intelligence 
  Immune: Blind, Distracted, Flirt 
  Combat 
  6 
   
  Willpower 
  0 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  4 
  Agility 
  4 
  Fortitude 
  6 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  3 
   
  Discipline 
  3 
  Insight 
  0 
  Mechanics 
  2 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapon (when available) 
  2x Soldier Steel (Rank 2 Metal) 
   
   
   
   
  
   
   
   
  18 
  BestiaryBestiary 
   
  Blobs 
  Blobs are strange clumps of mobile slime. 
  Full of electrical potential, a Buzz Blob 
  shocks anyone who dares touch them. 
  Buzz Blob 
  Buzz Blobs typically mill about, feeding on 
  detritus on the ground and moisture in the 
  air. They may not even seem to notice when 
  someone attempts to attack them, letting 
  their ever-electric nature do the work of 
  warning the would-be predator off from a 
  second attempt at harming them. 
   
  Nonetheless, on the occasion that Buzz 
  Blobs may wish to attack, they are capable 
  of (slowly) surrounding a target with angry 
  electric globs of gamboling goo. 
   
  Buzz Blob 
  Rank 2 Natural Warrior 
  HP: 20 
  MP: 20 
   
  SP: 20 
  Defense: 3 (Civilian) 
  Concentration: 14 
  Initiative: +5 
  Evasion: 14 
  Size: Medium 
  Vitality:  14 
  Movement: 4 (Walking) 
  Strike 
  Damage: 13 
  To-Hit Check: +7 
  Range: Melee 
  Urbosa’s Fury 
  10 Magic 
  Damage: 13 
  Range: Burst 1 
  Roll To-Hit target’s Concentration; on success, target is Off-
  Balance. 
  Default Weapon: Buzz Blob Bulb 
  (Rank 2 Natural Club) 
  Accuracy: 4 
  Attack: 9 
  Durability: - 
  Ever-Electric (Passive) 
  This creature is permanently Electrified. If struck with Earth, the 
  creature loses its charge until the end of its next turn, and may be 
  safely touched. 
  Instinctive Intelligence 
  Combat 
  4 
   
  Willpower 
  4 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  5 
  Stamina 
  5 
  Athletics 
  4 
   
  Arcana 
  4 
  Nature 
  4 
  Civilization 
  4 
   
  Perception 
  3 
  Agility 
  5 
  Fortitude 
  4 
   
  Influence 
  2 
  Command 
  0 
  Intimidate 
  4 
   
  Discipline 
  4 
  Insight 
  3 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  2 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Buzz Blob Blob (Rank 2 Monster Part) 
   
   
  
   
   
   
  19 
  BestiaryBestiary 
   
  Boe 
  Miniscule amounts of magic come to life, 
  Boes are, essentially, living dust bunnies: 
  congealed balls of the detritus of their 
  environment, with two eyes that glow a soft 
  orange or yellow. Skittish and shy, they often 
  simply want to be left alone – but 
  unfortunately, Heroes have a tendency of 
  disturbing their favorite places. 
   
   
   
   
   
   
   
   
   
   
  Boe 
  Rank 0 Arcane Hunter Swarm 
  HP: - 
  MP: 0 
   
  SP: 12 
  Defense: 0 (Unarmored) 
  Concentration: 11 
  Initiative: +3 
  Evasion: 13 
  Size: Tiny 
  Vitality:  10 
  Movement: 4 (Walking) 
  Strike 
  Damage: 4 
  To-Hit Check: +8 
  Range: Melee 
  Default Weapon: Boe Bonk 
  (Rank 0 Natural Fist) 
  Accuracy: 5 
  Attack: 2 
  Durability: - 
  Natural Camouflage (Passive) 
  +5 to Agility for the purposes of Stealth checks while on terrain that 
  matches its coloration. 
  Limited Intelligence 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  - 
   
  Magic 
  0 
  Stamina 
  0 
  Athletics 
  0 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  3 
  Fortitude 
  0 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  1 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: (Hearts) Boe Bits (Rank 0 Monster Part) 
   
  Boes come in many colors, each suited to 
  their terrain: Boes found in caves may be 
  pitch-black, while those found in icy places 
  might be snow-white. Boes hide in small 
  spaces, such as within pots or in the 
  crevices of statues, and generally only try to 
  attack if disturbed. Individually they pose no 
  threat, but in a swarm, they can gradually 
  plink a Hero to death. 
   
  
   
   
   
  20 
  BestiaryBestiary 
   
   
  Bokoblin 
  Bokoblin are child-sized, pig-headed, and 
  generally seen as a nuisance. Individually 
  weak, they often join up with threats greater 
  than themselves – be it simply a Moblin 
  bigger than they are, or a great evil 
  threatening all the land. 
   
  Bokoblin are just smart enough to get into 
  trouble: able to capture and tame horses, 
  utilize weapons they stumble across, and 
  even to forge their own (in the eponymous 
  Bokoblin style). This means that no two 
  camps of Bokoblin act quite alike: when 
  facing Bokoblins, don’t get too complacent – 
  even if, half the time, their most recent 
  shenanigans blow up in their face. 
   
    
  Bokoblin Peon 
  Bokoblin Peon  
  Rank 0 Natural Warrior Swarm 
  HP: - 
  MP: 0 
   
  SP: 12 
  Defense: 0 (Unarmored) 
  Concentration: 11 
  Initiative: +3 
  Evasion: 12 
  Size: Medium 
  Vitality:  11 
  Movement: 4 (Walking) 
  Strike 
  Damage: 4 
  To-Hit Check: +7 
  Range: Melee 
  Skirmish Strike 
  4 Stamina 
  Damage: 4 
  Range: Weapon 
  Following the attack, you may move 1 square in any direction your 
  movement capabilities allow. Your opponent then moves into the 
  space you previously occupied (if able). 
  Default Weapon: Shoddy Boko Club 
  (Rank 0 Wooden Club, Bokoblin Style) 
  Accuracy: 4 
  Attack: 2 
  Durability: 1 
  Harrier (Passive) 
  You grant all allies (but not yourself) a +1 on all To-Hit checks 
  against any foe you are adjacent to. This bonus does not stack with 
  other allies’ Harrier. 
  Limited Intelligence 
  Combat 
  2 
   
  Willpower 
  1 
  Accuracy 
  3 
  Hearts 
  - 
   
  Magic 
  0 
  Stamina 
  3 
  Athletics 
  2 
   
  Arcana 
  0 
  Nature 
  3 
  Civilization 
  1 
   
  Perception 
  3 
  Agility 
  2 
  Fortitude 
  1 
   
  Influence 
  1 
  Command 
  1 
  Intimidate 
  1 
   
  Discipline 
  1 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  1 
  Guile 
  3 
  Smithing 
  1 
   
  Enchanting 
  0 
  Cooking 
  1 
  Drops: (Hearts) Boko Tooth (Rank 0 Monster Part) 
  
   
   
   
  21 
  BestiaryBestiary 
   
  Bokoblin Peons tend to focus on positioning: 
  they want to surround a foe with as many 
  Bokoblin as possible. This prevents their 
  escape, and lets the Bokoblin easily wear 
  them down with multiple weak attacks.  
  Bokoblin Berserker 
  Bokoblin Berserker  
  Rank 1 Natural Warrior 
  HP: 16 
  MP: 0 
   
  SP: 16 
  Defense: 4 (Light) 
  Concentration: 11 
  Initiative: +3 
  Evasion: 12 
  Size: Medium 
  Vitality:  13 
  Movement: 4 (Walking) 
  Sweep 
  Damage: 9 
  To-Hit Check: +5 
  Sweep 2 
  Jump Attack 
  6 Stamina 
  Damage: 13 
  Range: Jump 3, Melee 
  You jump towards your target in a straight line, landing next to them, 
  even if you have already reached you maximum Movement for the 
  turn. You are Off-Balance until the start of your next turn. This 
  attack cannot be performed if you are Halted or Slowed. 
  Windup Strike 
  6 Stamina 
  Damage: 9 
  Range: Melee 
  Roll To-Hit target’s Concentration; on success, this attack instead 
  does 15 damage instead. 
  Default Weapon: Boko Cleaver 
  (Rank 1 Metal Greatsword, Bokoblin Style) 
  Accuracy: 2 
  Attack: 5 
  Durability: 2 
  Harrier (Passive) 
  You grant all allies (but not yourself) a +1 on all To-Hit checks 
  against any foe you are adjacent to. This bonus does not stack with 
  other allies’ Harrier. 
  Limited Intelligence 
  Combat 
  4 
   
  Willpower 
  1 
  Accuracy 
  3 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  3 
   
  Arcana 
  0 
  Nature 
  3 
  Civilization 
  1 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  3 
   
  Influence 
  1 
  Command 
  1 
  Intimidate 
  4 
   
  Discipline 
  1 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  1 
  Guile 
  3 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  1 
  Drops: Weapon (when available) 
  2x Bokoblin Guts (Rank 1 Monster Part) 
  Bokoblin Berserkers rush in headlong, using 
  Jump Attack to get the first blow. They then 
  continue to assault anyone who looks 
  vulnerable, or is surrounded by Peons. 
  Bokoblin Bodyguard 
  Bokoblin Bodyguard  
  Rank 1 Natural Protector 
  HP: 16 
  MP: 0 
   
  SP: 16 
  Defense: 6 (Medium) 
  Concentration: 13 
  Initiative: +3 
  Evasion: 11 
  Size: Medium 
  Vitality:  14 
  Movement: 4 (Walking) 
  Strike (Sword) 
  Damage: 8 
  To-Hit Check: +6 
  Range: Melee 
  Strike (Shield) 
  Damage: 6 
  To-Hit Check: +7 
  Range: Melee 
  Body Check 
  (Reaction) 
  4 Stamina 
  Damage: 4 
  Range: Special 
  Use Requirement: A foe leaves a square you are 
  adjacent to, and you are not Halted. 
  You enter the square the foe left. Roll To-Hit target’s Vitality; on 
  success, target is Pushed 1 square in a direction of your choice and 
  Knocked Prone, and you may choose to enter the square they 
  previously occupied. 
  Shield Bash 
  4 Stamina 
  Shield Bash 
  4 Stamina 
  When you successfully Deflect an attack with your shield, you may 
  activate this Technique to make a follow-up Strike Basic Attack with 
  the Shield you used. 
  Default Weapon: Boko Blade 
  (Rank 1 Metal Sword, Bokoblin Style) 
  Accuracy: 3 
  Attack: 4 
  Durability: 2 
  Boko Shield 
  (Rank 1 Wooden Shield, Bokoblin Style) 
  Accuracy: 4 
  Attack: 2 
  Durability: 1 
  Harrier (Passive) 
  You grant all allies (but not yourself) a +1 on all To-Hit checks 
  against any foe you are adjacent to. This bonus does not stack with 
  other allies’ Harrier. 
  Limited Intelligence 
  Combat 
  4 
   
  Willpower 
  1 
  Accuracy 
  3 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  3 
  Civilization 
  1 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  4 
   
  Influence 
  1 
  Command 
  2 
  Intimidate 
  3 
   
  Discipline 
  3 
  Insight 
  3 
  Mechanics 
  0 
   
  Perform 
  1 
  Guile 
  3 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  1 
  Drops: Weapons (when available) 
  2x Bokoblin Guts (Rank 1 Monster Part) 
   
  Bokoblin Bodyguards prefer to guard a single 
  location, Body Checking anyone who tries to 
  get past them. They (and any nearby Peons 
  or Berserkers) then beat their fallen 
  opponent mercilessly. Bokoblin Bodyguards 
  may also use Taunt, Trip, or Push Combat 
  Maneuvers to further manipulate their foes. 
   
   
  
   
   
   
  22 
  BestiaryBestiary 
   
  Bokoblin Grenadier 
  Bokoblin Grenadier  
  Rank 1 Natural Blaster 
  HP: 12 
  MP: 0 
   
  SP: 12 
  Defense: 2 (Civilian) 
  Concentration: 11 
  Initiative: +4 
  Evasion: 14 
  Size: Medium 
  Vitality:  12 
  Movement: 4 (Walking) 
  Strike 
  Damage: 8 (Fire) 
  To-Hit Check: +6 
  Range: Melee 
  Throw Bomb 
  0 Stamina 
  Damage: Special 
  Range: Projectile 8 
  A lit Bomb lands in the target square. It will explode at the end of 
  the Grenadier’s next turn, for 8 damage in a Burst 1 around itself, 
  against friend or foe. The Bomb will detonate immediately if struck 
  with a Fire attack, or become inert if struck with a Water attack. 
  Default Weapon: Torch 
  (Rank 1 Wooden Tool, Fire damage) 
  3x Bombs 
  Accuracy: 4 
  Attack: 6 
  Durability: 1 
  Harrier (Passive) 
  You grant all allies (but not yourself) a +1 on all To-Hit checks 
  against any foe you are adjacent to. This bonus does not stack with 
  other allies’ Harrier. 
  Limited Intelligence 
  Combat 
  2 
   
  Willpower 
  1 
  Accuracy 
  2 
  Hearts 
  3 
   
  Magic 
  0 
  Stamina 
  3 
  Athletics 
  2 
   
  Arcana 
  0 
  Nature 
  4 
  Civilization 
  1 
   
  Perception 
  4 
  Agility 
  4 
  Fortitude 
  2 
   
  Influence 
  1 
  Command 
  1 
  Intimidate 
  3 
   
  Discipline 
  1 
  Insight 
  2 
  Mechanics 
  2 
   
  Perform 
  1 
  Guile 
  3 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  1 
  Drops: Torch (if not used as a weapon) 
  Remaining Ammo 
  2x Bokoblin Guts (Rank 1 Monster Part) 
   
  Bokoblin Grenadiers hang back, lighting and 
  throwing Bombs into the fray whenever two 
  or more opponents group up. These Bombs 
  explode one turn after they’re thrown (at the 
  end of the Grenadier’s next turn), giving foes 
  time to scatter – or to pick the Bomb up and 
  reposition it to their advantage. 
   
  If the Grenadier runs out of Bombs, or an 
  opportunity presents itself, they may use 
  their Torch to light grass, wood, or even 
  other Bokoblins’ wooden weapons on fire. 
   
   
   
   
   
   
   
   
   
  Bokoblin Sniper 
  Bokoblin Sniper  
  Rank 1 Natural Hunter 
  HP: 12 
  MP: 0 
   
  SP: 12 
  Defense: 2 (Civilian) 
  Concentration: 12 
  Initiative: +3 
  Evasion: 13 
  Size: Medium 
  Vitality:  13 
  Movement: 4 (Walking) 
  Shoot Arrow 
  Damage: 7 
  To-Hit Check: +7 
  Range: Projectile 8 
  Arc Shot 
  4 Stamina 
  Damage: 7 
  Range: Projectile 12/16 
  Attack range is Ranged Projectile 16 squares if the target is below 
  your elevation. You may ignore allies, enemies, and any obstacles 
  that do not reach higher than 6 squares above you, for determining 
  line of sight for this attack. 
  Default Weapon: Boko Bow 
  (Rank 1 Wooden Bow, Bokoblin Style) 
  Ammunition: 5x Arrows 
  Accuracy: 3 
  Attack: 4 
  Durability: 3 
  Harrier (Passive) 
  You grant all allies (but not yourself) a +1 on all To-Hit checks 
  against any foe you are adjacent to. This bonus does not stack with 
  other allies’ Harrier. 
  Limited Intelligence 
  Combat 
  3 
   
  Willpower 
  1 
  Accuracy 
  4 
  Hearts 
  3 
   
  Magic 
  0 
  Stamina 
  3 
  Athletics 
  2 
   
  Arcana 
  0 
  Nature 
  4 
  Civilization 
  1 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  3 
   
  Influence 
  1 
  Command 
  1 
  Intimidate 
  2 
   
  Discipline 
  2 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  1 
  Guile 
  3 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  1 
  Drops: Weapon (when available) & Remaining Ammo 
  2x Bokoblin Guts (Rank 1 Monster Part) 
   
  Bokoblin Snipers tend to prefer the high 
  ground, seeking a vantage point from which 
  to fire upon interlopers – particularly those 
  that their melee brethren have cornered. 
  
   
   
   
  23 
  BestiaryBestiary 
   
  Bokoblin Warcaller 
  Bokoblin Warcaller  
  Rank 1 Natural Rallier 
  HP: 16 
  MP: 0 
   
  SP: 16 
  Defense: 4 (Light) 
  Concentration: 14 
  Initiative: +2 
  Evasion: 12 
  Size: Medium 
  Vitality:  12 
  Movement: 4 (Walking) 
  Shoot Arrow 
  Damage: 7 
  To-Hit Check: +6 
  Range: Projectile 8 
  Get In There! 
  4 Stamina 
  Damage: None 
  Range: One Ally within 8 
  Ally may move half their Movement, and make a Basic Attack 
  against a foe of their choice. 
  Pull It Together! 
  4 Stamina 
  Damage: None 
  Range: Melee, Ally 
  Ally gains 4 Temporary HP, and ends one Status Effect they are 
  suffering from. 
  Default Weapon: Boko Crossbow 
  (Rank 1 Wooden Crossbow, Bokoblin Style) 
  Ammunition: 5x Arrows 
  Accuracy: 3 
  Attack: 4 
  Durability: 2 
  Harrier (Passive) 
  You grant all allies (but not yourself) a +1 on all To-Hit checks 
  against any foe you are adjacent to. This bonus does not stack with 
  other allies’ Harrier. 
  Limited Intelligence 
  Combat 
  3 
   
  Willpower 
  1 
  Accuracy 
  3 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  2 
   
  Arcana 
  0 
  Nature 
  4 
  Civilization 
  1 
   
  Perception 
  4 
  Agility 
  2 
  Fortitude 
  2 
   
  Influence 
  1 
  Command 
  4 
  Intimidate 
  2 
   
  Discipline 
  4 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  1 
  Guile 
  3 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  1 
  Drops: Weapon (when available) & Remaining Ammo 
  Warhorn (Rank 0 Instrument) 
  2x Bokoblin Guts (Rank 1 Monster Part) 
   
  Bokoblin Warcallers direct their forces from 
  the rear, shouting orders and occasionally 
  firing a crossbow shot into the scrum. They 
  enter the fray only to shake some sense into 
  their allies. 
   
  Bokoblin Lore 
  Effortless (DC 4): Bokoblin are common 
  nuisances. Though weak, they can be 
  dangerous in large groups. 
   
  Novice (DC 7): Bokoblin prefer outdoor, 
  shady areas: forests, beneath cliff 
  overhangs, and the entrance of small caves. 
  Their capacity to make fire, forge primitive 
  weapons, and even cook meat, enables 
  them to survive harsh environments. 
   
  Journeyman (DC 10): Bokoblin are capable 
  of creating primitive fortifications, consisting 
  of campfires, small look-out towers, and 
  simple wooden barricades. The most 
  organized, well-stocked, and dangerous forts 
  are hewn from the rock, shaped into the form 
  of a giant gaping skull – an intimidating, if 
  primitive, edifice.  
   
  Adept (DC 13): Bokoblin rarely have a 
  greater aim than claiming a little more 
  treasure or territory than they already own. If 
  Bokoblins are on the move en masse, they 
  are likely under the command of some 
  greater, more intelligent evil force. 
   
   
  
   
   
   
  24 
  BestiaryBestiary 
   
  Brigand 
  In any adventure, Heroes are likely to 
  encounter brigands on the road. Foul-
  smelling and foul-tempered, the typical 
  brigand runs in a small gang of ne’er-do-
  wells who seek wealth and ease by taking 
  from others. They might accost travelers, 
  attempt to kidnap people, or be put to work 
  by some more nefarious, powerful evil force.  
  Brigands never want to start a fair fight. They 
  prefer to spring upon unwary travelers, or 
  gang up on individuals in a bar brawl. They 
  also make use of simple traps, like tripwires, 
  nets, or pitfalls, when setting up an ambush. 
  Brigand Pledge 
  Brigand Pledge 
  Rank 0 Civilized Warrior Swarm 
  HP: - 
  MP: 0 
   
  SP: 8 
  Defense: 0 (Unarmored) 
  Concentration: 12 
  Initiative: +3 
  Evasion: 13 
  Size: Medium 
  Vitality:  12 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 4 
  To-Hit Check: +7 
  Range: Melee 
  Push-Off Kick 
  4 Stamina 
  Damage: - 
  Range: Melee 
  You push the target away from you one square, and you push 
  yourself away from the target 1 square. 
  Default Weapon: Spare Boot-Dagger 
  (Rank 0 Dagger) 
  Accuracy: 4 
  Attack: 2 
  Durability: 3 
  Gang Up (Passive) 
  When you deal damage to a foe who has at least one other ally of 
  yours adjacent to them, you deal 1 additional damage to them. This 
  additional damage cannot be mitigated by Defense, though it can 
  be mitigated by other factors (such as Reactions and Resistance). 
  Rational Intelligence 
  Weakness: Based on Race 
  Combat 
  2 
   
  Willpower 
  1 
  Accuracy 
  3 
  Hearts 
  - 
   
  Magic 
  0 
  Stamina 
  2 
  Athletics 
  2 
   
  Arcana 
  1 
  Nature 
  1 
  Civilization 
  2 
   
  Perception 
  1 
  Agility 
  3 
  Fortitude 
  2 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  2 
  Insight 
  1 
  Mechanics 
  2 
   
  Perform 
  1 
  Guile 
  2 
  Smithing 
  1 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons (when available) 
  20 Rupees (or equivalent loot) 
   
  Brigand Pledges are the young novices of 
  any bandit group. Poorly armed and barely 
  trained, the best they can do is hope to push 
  a foe into the waiting arms (and blades) of 
  their more experienced fellows. 
   
   
   
  
   
   
   
  25 
  BestiaryBestiary 
   
  Brigand Ambusher 
  Brigand Ambusher 
  Rank 1 Civilized Hunter 
  HP: 12 
  MP: 0 
   
  SP: 16 
  Defense: 4 (Light) 
  Concentration: 13 
  Initiative: +5 
  Evasion: 15 
  Size: Medium 
  Vitality:  13 
  Movement: 6 (Walking), 3 (Swimming) 
  Throw Boomerang 
  Damage: 8 
  To-Hit Check: +7 
  Range: Melee 
  Lay Trap 
  4 Stamina (Bind) 
  Damage: 8 
  Range: Melee 
  You lay a small trap in the chosen square. This trap goes off when 
  another creature enters that square, dealing damage to the creature 
  and Spending the Bound Stamina. Roll To-Hit target’s 
  Concentration; on success, target is Halted. Target remains Halted 
  until they (or an adjacent ally) spend a Standard Action to free 
  themselves. 
  Upend 
  4 Stamina 
  Damage: 8 
  Range: Projectile 6 
  Roll To-Hit target’s Concentration; on success, the target is 
  Knocked Prone. 
  Default Weapon: Brigand Boomerang 
  (Rank 1 Wooden Boomerang) 
  Accuracy: 4 
  Attack: 5 
  Durability: 5 
  Gang Up (Passive) 
  When you deal damage to a foe who has at least one other ally of 
  yours adjacent to them, you deal 1 additional damage to them. This 
  additional damage cannot be mitigated by Defense, though it can 
  be mitigated by other factors (such as Reactions and Resistance). 
  Rational Intelligence 
  Weakness: Based on Race 
  Combat 
  3 
   
  Willpower 
  1 
  Accuracy 
  3 
  Hearts 
  3 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  3 
   
  Arcana 
  1 
  Nature 
  4 
  Civilization 
  3 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  3 
   
  Influence 
  2 
  Command 
  0 
  Intimidate 
  5 
   
  Discipline 
  3 
  Insight 
  2 
  Mechanics 
  4 
   
  Perform 
  2 
  Guile 
  3 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapon (when available) 
  40 Rupees (or equivalent loot) 
   
  Brigand Ambushers like to lay traps along the 
  road, and then hide in the bushes on the 
  roadside. When someone stumbles into their 
  traps, they attack, Upending any friends of 
  their prey foolish enough to rush in – making 
  them easy targets for their fellows. 
   
   
   
   
   
   
   
   
   
  Brigand Apothecary 
  Brigand Apothecary 
  Rank 1 Civilized Rallier 
  HP: 16 
  MP: 0 
   
  SP: 12 
  Defense: 2 (Civilian) 
  Concentration: 13 
  Initiative: +4 
  Evasion: 13 
  Size: Medium 
  Vitality:  12 
  Movement: 6 (Walking), 3 (Swimming) 
  Shoot Arrow 
  Damage: 7 
  To-Hit Check: +8 
  Range: Projectile 8 
  Pull It Together! 
  4 Stamina 
  Damage: - 
  Range: Melee, Ally 
  Ally gains 4 Temporary HP, and ends one Status Effect they are 
  suffering from. 
  Default Weapon: Brigand’s Crossbow 
  (Rank 1 Wooden Crossbow) 
  Ammunition: 5x Arrows 
  3x Health Vials (Rank 1, restores 4 HP) 
  Accuracy: 4 
  Attack: 5 
  Durability: 6 
  Gang Up (Passive) 
  When you deal damage to a foe who has at least one other ally of 
  yours adjacent to them, you deal 1 additional damage to them. This 
  additional damage cannot be mitigated by Defense, though it can 
  be mitigated by other factors (such as Reactions and Resistance). 
  Rational Intelligence 
  Weakness: Based on Race 
  Combat 
  2 
   
  Willpower 
  1 
  Accuracy 
  3 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  3 
  Athletics 
  3 
   
  Arcana 
  2 
  Nature 
  4 
  Civilization 
  3 
   
  Perception 
  3 
  Agility 
  4 
  Fortitude 
  2 
   
  Influence 
  2 
  Command 
  0 
  Intimidate 
  3 
   
  Discipline 
  3 
  Insight 
  3 
  Mechanics 
  1 
   
  Perform 
  2 
  Guile 
  4 
  Smithing 
  1 
   
  Enchanting 
  1 
  Cooking 
  3 
  Drops: Weapons (when available) 
  Remaining Ammo & Elixirs 
  40 Rupees (or equivalent loot) 
   
  Brigand Apothecaries are a vital part of any 
  successful party of bandits, keeping their 
  Ruffians and Bullies in fit fighting form. They 
  like to hang back, flinging Elixirs at their allies 
  and arrows at any foes who decide to go 
  after them. 
   
   
  
   
   
   
  26 
  BestiaryBestiary 
   
  Brigand Bully 
  Brigand Bully 
  Rank 1 Civilized Protector 
  HP: 20 
  MP: 0 
   
  SP: 20 
  Defense: 8 (Heavy) 
  Concentration: 13 
  Initiative: +3 
  Evasion:   9 
  Size: Medium 
  Vitality:  15 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 11 
  To-Hit Check: +7 
  Range: Melee 
  Threatening Blow 
  4 Stamina 
  Damage: 11 
  Range: Melee 
  Roll To-Hit target’s Concentration. On success, you may select one 
  other foe you can see. Both your original target and the additional 
  target are Distracted by you until the end of your next turn. 
  Default Weapon: Handy Hand-Axe 
  (Rank 1 Metal Hand Axe) 
  Accuracy: 2 
  Attack: 6 
  Durability: 7 
  Whittleton Shield 
  (Rank 1 Wooden Shield) 
  Accuracy: 4 
  Attack: 4 
  Durability: 5 
  Gang Up (Passive) 
  When you deal damage to a foe who has at least one other ally of 
  yours adjacent to them, you deal 1 additional damage to them. This 
  additional damage cannot be mitigated by Defense, though it can 
  be mitigated by other factors (such as Reactions and Resistance). 
  Rational Intelligence 
  Weakness: Based on Race 
  Combat 
  4 
   
  Willpower 
  1 
  Accuracy 
  3 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  4 
   
  Arcana 
  1 
  Nature 
  2 
  Civilization 
  3 
   
  Perception 
  2 
  Agility 
  3 
  Fortitude 
  5 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  5 
   
  Discipline 
  3 
  Insight 
  2 
  Mechanics 
  2 
   
  Perform 
  2 
  Guile 
  3 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons (when available) 
  40 Rupees (or equivalent loot) 
   
  Brigand Bullies aim to cause confusion and 
  panic among their enemies. They try to find 
  the weakest foe they can, and then hit them 
  with a Threatening Blow to get the attention 
  of the deadliest foe. 
   
   
   
   
   
   
   
   
   
   
   
  Brigand Hedge-Wizard 
  Brigand Hedge-Wizard 
  Rank 1 Civilized Blaster 
  HP: 12 
  MP: 16 
   
  SP: 4 
  Defense: 4 (Light) 
  Concentration: 14 
  Initiative: +3 
  Evasion: 12 
  Size: Medium 
  Vitality:  11 
  Movement: 6 (Walking), 3 (Swimming) 
  Use Staff 
  Damage: 9 
  To-Hit Check: +5 
  Range: Projectile 8 
  Firestarter 
  4 Magic 
  Damage: - 
  Range: Cone 3 
  Roll To-Hit target’s Concentration; on success, the target is lit On 
  Fire. Any flammable terrain in the attack’s range is turned to 
  Brushfire terrain. 
  Keeta’s Touch 
  4 Magic 
  Damage: 11, Earth 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, one of the target’s 
  currently-equipped weapons is Rusted. 
  Yarna’s Vortex 
  8 Magic (Bind) 
  Damage: - 
  Range: Close Blast 3 
  The affected area becomes Quicksand. 
  Default Weapon: Whittled Staff 
  (Rank 1 Wooden Staff) 
  Accuracy: 2 
  Attack: 6 
  Durability: 7 
  Gang Up (Passive) 
  When you deal damage to a foe who has at least one other ally of 
  yours adjacent to them, you deal 1 additional damage to them. This 
  additional damage cannot be mitigated by Defense, though it can 
  be mitigated by other factors (such as Reactions and Resistance). 
  Rational Intelligence 
  Weakness: Based on Race 
  Combat 
  2 
   
  Willpower 
  3 
  Accuracy 
  3 
  Hearts 
  3 
   
  Magic 
  4 
  Stamina 
  1 
  Athletics 
  2 
   
  Arcana 
  3 
  Nature 
  3 
  Civilization 
  3 
   
  Perception 
  2 
  Agility 
  4 
  Fortitude 
  1 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  4 
   
  Discipline 
  4 
  Insight 
  2 
  Mechanics 
  2 
   
  Perform 
  2 
  Guile 
  4 
  Smithing 
  2 
   
  Enchanting 
  2 
  Cooking 
  0 
  Drops: Weapons (when available) 
  40 Rupees (or equivalent loot) 
   
  Brigand Hedge-Wizards aren’t all that 
  capable as mages, but they can still cause 
  Heroes plenty of annoyance. They like to 
  light groups of Heroes on fire, block them off 
  with quicksand, or – if forced to fight them 
  fairly – hit them with a Keeta’s Touch, 
  harming them and blunting their weapons. 
   
   
  
   
   
   
  27 
  BestiaryBestiary 
   
  Brigand Ruffian 
  Brigand Ruffian 
  Rank 1 Civilized Warrior 
  HP: 12 
  MP: 0 
   
  SP: 20 
  Defense: 6 (Medium) 
  Concentration: 12 
  Initiative: +3 
  Evasion: 10 
  Size: Medium 
  Vitality:  14 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 10 
  To-Hit Check: +7 
  Range: Melee 
  Hamstring 
  5 Stamina 
  Damage: 10 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, the target is Slowed and 
  Distracted by you until the end of their next turn. 
  Serpent’s Fangs 
  8 Stamina 
  Damage: - 
  Range: Melee 
  Make two separate Basic Attacks of your choice against a single 
  foe, each using a different hand’s weapon. If both attacks hit, your 
  second hit deals additional damage equal to either your Combat or 
  Willpower (whichever the second Basic Attack you made utilizes). 
  Default Weapon: Brigand’s Blade (x2) 
  (Rank 1 Metal Sword) 
  Accuracy: 3 
  Attack: 6 
  Durability: 6 
  Gang Up (Passive) 
  When you deal damage to a foe who has at least one other ally of 
  yours adjacent to them, you deal 1 additional damage to them. This 
  additional damage cannot be mitigated by Defense, though it can 
  be mitigated by other factors (such as Reactions and Resistance). 
  Rational Intelligence 
  Weakness: Based on Race 
  Combat 
  5 
   
  Willpower 
  1 
  Accuracy 
  4 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  3 
   
  Arcana 
  1 
  Nature 
  2 
  Civilization 
  3 
   
  Perception 
  2 
  Agility 
  3 
  Fortitude 
  4 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  4 
   
  Discipline 
  2 
  Insight 
  2 
  Mechanics 
  2 
   
  Perform 
  2 
  Guile 
  4 
  Smithing 
  2 
   
  Enchanting 
  1 
  Cooking 
  0 
  Drops: Weapons (when available) 
  40 Rupees (or equivalent loot) 
   
  Brigand Ruffians stride confidently into a 
  fight, with an eye for a particular opponent. 
  They’ll Hamstring that foe first, to ensure 
  they don’t get away from their Serpent’s 
  Fangs attacks. Remember, since Serpent’s 
  Fangs is actually two attacks, their Gang Up 
  Passive will trigger for each of the two hits! 
  Brigand Lore 
  Effortless (DC 4): Brigands can be found 
  on almost anywhere – on the roads between 
  towns, in the back alleys of cities, or hiding 
  out in caves. They’re smarter than monsters, 
  so be wary! 
   
  Novice (DC 7): Brigands want to get the 
  most wealth they can for the least risk they 
  can, so they tend to gang up on weak 
  targets. If you’re fighting Brigands, it would 
  be wise to follow suit.  
   
  Journeyman (DC 10): When two gangs of 
  Brigands fight, it’s the little people who get 
  hurt most of all. Brigand leaders are often 
  short-sighted enough to burn farms, destroy 
  bridges, or even align themselves with a 
  greater evil, in order to acquire power and 
  resources.  
   
  Adept (DC 13): Brigands band together into 
  gangs, often ruled by a single tough leader 
  through barbaric might-is-right law. However, 
  they often serve as a meritocracy – making 
  them an attractive alternative for those living 
  under a despot or in inescapable conditions. 
   
  
   
   
   
  28 
  BestiaryBestiary 
   
  Cheep Cheep 
  These pudgy fish hail from a faraway 
  kingdom, but every so often, you’ll find a 
  school of them in Hyrule or the surrounding 
  lands. Though full of delicious meat, Cheep 
  Cheep aren’t as docile – or as defenseless – 
  as most fish are.  
  Cheep Cheep, Common 
  Cheep Cheep, Common 
  Rank 1 Natural Hunter 
  HP: 12 
  MP: 0 
   
  SP: 12 
  Defense: 2 (Civilian) 
  Concentration: 11 
  Initiative: +4 
  Evasion: 14 
  Size: Small 
  Vitality:  13 
  Movement: 6 (Swimming), 1 (Walking) 
  Spurt Water 
  Damage: 7 
  To-Hit Check: +8 
  Range: Projectile 4 
  Arc Shot 
  4 Stamina 
  Damage: 7, Water 
  Range: Projectile 12-16 
  You may ignore allies, enemies, and any obstacles that do not reach 
  higher than 6 squares above you, for determining line of sight for 
  this attack. 
  Jump Attack 
  6 Stamina 
  Damage: 10 
  Range: Jump 4, Melee 
  You jump towards your target in a straight line, landing next to them, 
  even if you have already reached you maximum Movement for the 
  turn. You are Off-Balance until the start of your next turn. This 
  attack cannot be performed if you are Halted or Slowed. 
  Default Weapon: Cheep Water Spurt 
  (Rank 1 Natural Rod, Water) 
  Accuracy: 4 
  Attack: 5 
  Durability: - 
  Flying Fish (Passive) 
  While on the surface of the water, this creature can jump as if its 
  Athletics were 5 points higher. (Horiz. 4; Vert 3). 
  Limited Intelligence 
  Combat 
  2 
   
  Willpower 
  2 
  Accuracy 4 
  Hearts 
  3 
   
  Magic 
  0 
  Stamina 3 
  Athletics 
  3 
   
  Arcana 
  1 
  Nature 2 
  Civilization 
  0 
   
  Perception 
  1 
  Agility 4 
  Fortitude 
  3 
   
  Influence 
  1 
  Command 0 
  Intimidate 
  1 
   
  Discipline 
  1 
  Insight 1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 0 
  Drops: 5x Cheep Cheep Meat (Rank 1 Food 
  Ingredient) 
  2x Cheep Cheep Fin (Rank 1 Critter, Spongy) 
   
  Cheep Cheep like to lurk near the surface of 
  the water, and hit foes with a spurt of water.  
   
  Sometimes, Cheep Cheep will instead leap 
  from the water and try to Strike foes. This 
  can be quite surprising – but unfortunately 
  for the fish, it’s much harder for them to get 
  back to the water than to get out of it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Deep Cheep 
  Deep Cheep 
  Rank 2 Natural Blaster 
  HP: 20 
  MP: 24 
   
  SP: 12 
  Defense: 6 (Medium) 
  Concentration: 12 
  Initiative: +5 
  Evasion: 13 
  Size: Small 
  Vitality:  14 
  Movement: 6 (Swimming), 1 (Walking) 
  Spurt Water 
  Damage: 12 
  To-Hit Check: +8 
  Range: Projectile 4 
  Bubblebath 
  10 Magic 
  Damage: 14, Water 
  Range: Burst 1 
  If the affected area is in or under water, it becomes Foaming Water. 
  Jump Attack 
  6 Stamina 
  Damage: 12 
  Range: Jump 4, Melee 
  You jump towards your target in a straight line, landing next to them, 
  even if you have already reached you maximum Movement for the 
  turn. You are Off-Balance until the start of your next turn. This 
  attack cannot be performed if you are Halted or Slowed. 
  Tidal Wave 
  8 Magic 
  Damage: 14 
  Range: Close Blast 3 
  Roll To-Hit Target’s Concentration; on success, target is Soaked. 
  Default Weapon: Deep Cheep Water Spurt 
  (Rank 2 Natural Rod, Water) 
  Accuracy: 4 
  Attack: 8 
  Durability: - 
  Flying Fish (Passive) 
  While on the surface of the water, this creature can jump as if its 
  Athletics were 5 points higher. (Horiz. 4; Vert 3). 
  Limited Intelligence 
  Immune: Foaming Water 
  Combat 
  4 
   
  Willpower 
  4 
  Accuracy 4 
  Hearts 
  4 
   
  Magic 
  6 
  Stamina 3 
  Athletics 
  5 
   
  Arcana 
  1 
  Nature 3 
  Civilization 
  0 
   
  Perception 
  3 
  Agility 5 
  Fortitude 
  4 
   
  Influence 
  1 
  Command 0 
  Intimidate 
  2 
   
  Discipline 
  2 
  Insight 2 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 0 
  Drops: 5x Deep Cheep Meat (Rank 2 Food 
  Ingredient) 
  2x Deep Cheep Fin (Rank 2 Critter, Strong) 
   
  Deep Cheep live mostly underwater, and 
  only rarely venture to the surface. They like 
  to rapidly beat their fins to foam up the water 
  they’re in, and then strike from bubbly cover. 
  
   
   
   
  29 
  BestiaryBestiary 
   
  Chuchu 
  Chuchu are mobile blobs of goop with eyes. Found nearly everywhere, these slimes are valued for 
  their jelly – a versatile Elixir crafting ingredient. 
   
  Chuchu 
  Rank 1 Arcane Warrior 
  HP: 8 
  MP: 16 
   
  SP: 12 
  Defense: 2 (Civilian) 
  Concentration: 11 
  Initiative: +2 
  Evasion: 11 
  Size: Small 
  Vitality:  12 
  Movement: 4 (Walking) 
  Strike 
  Damage: 7, (Element) 
  To-Hit Check: +7 
  Range: Melee 
  Elemental Burst 
  8 Magic 
  Damage: 9, (Element) 
  Range: Burst 1 
  Roll To-Hit Target’s Concentration; on success, target is afflicted 
  with the status associated with this creature’s current Element. 
  Jump Attack 
  6 Stamina 
  Damage: 7, (Element) 
  Range: Jump 2, Melee 
  You jump towards your target in a straight line, landing next to them, 
  even if you have already reached you maximum Movement for the 
  turn. You are Off-Balance until the start of your next turn. This 
  attack cannot be performed if you are Halted or Slowed. 
  Default Weapon: Gooey Pedipalp 
  (Rank 1 Natural Club) 
  Accuracy: 4 
  Attack: 6 
  Durability: - 
  Elemental Mimicry (Passive) 
  When struck with an attack with an Element (such as Fire, Ice, etc.), 
  or when in an environment saturated with an Element, this creature 
  changes color and takes on that Element.  
  Elemental Step (Passive) 
  This creature affects terrain it walks over with its Element. For 
  instance, while affiliated with Fire, it turns terrain into Brushfire. This 
  terrain lasts until the beginning of this creature’s next turn. This 
  creature is immune to the terrain type it creates. See the table for 
  more information. 
  Instinctive Intelligence 
  Immunity: Current Element 
  Weakness: (Element’s Weakness) 
  Combat 
  1 
   
  Willpower 
  3 
  Accuracy 3 
  Hearts 
  2 
   
  Magic 
  4 
  Stamina 3 
  Athletics 
  2 
   
  Arcana 
  2 
  Nature 2 
  Civilization 
  1 
   
  Perception 
  2 
  Agility 2 
  Fortitude 
  2 
   
  Influence 
  1 
  Command 0 
  Intimidate 
  1 
   
  Discipline 
  1 
  Insight 0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 0 
  Drops: 3x Chu Jelly (Rank 1 Critter, see below) 
    
   
   
  Element 
  Color 
  Terrain 
  Status 
  Weakness 
  Jelly Property 
  Darkness Purple 
  Oiled 
  Blind 
  Light 
  Dusky 
  Earth 
  Green 
  Sand, Quick 
  Sand-Covered 
  Ice 
  Coarse 
  Fire 
  Red 
  Brushfire 
  On Fire 
  Water 
  Toasty 
  Ice 
  Teal 
  Ice, Dry 
  Slowed 
  Fire 
  Fireproof 
  Light 
  White 
  Normal 
  Cursed 
  Darkness 
  Bright 
  Shock 
  Yellow 
  Electrified 
  Off-Balance 
  Earth 
  Electro 
  Water 
  Navy 
  Water, Fresh 
  Soaked 
  Shock 
  Spongy 
   
   
   
  
   
   
   
  30 
  BestiaryBestiary 
   
  Dark Doppelganger 
  Dark Doppelgangers are evil magic made 
  flesh, formed from shapeless memories and 
  fragmented souls. They are created to focus 
  on a single person – either to test them, to 
  replace them, or to slay them. 
   
  Lacking a visage of their own, they take on 
  the appearance, skills, and power of their 
  fated foe, appearing to all the world like a 
  silent, shadowy copy of the original person. 
  Preparing a Doppelganger 
  Dark Doppelgangers are a special kind of 
  monster, copying the appearance and 
  abilities of a single foe. As such, they do not 
  have a single statblock – rather, they have 
  the same Traits, Feats, Songs, Spells, and 
  Techniques as their copied target. 
   
  When a Dark Doppelganger copies 
  someone, they gain shadowy, ephemeral 
  weapons based on what the foe would wield, 
  all of a Rank appropriate to challenge the 
  original, often enchanted with Darkness. 
  They cannot copy the original’s Pack and its 
  contents, nor can they copy Magical Tools. 
   
  Dark Doppelgangers are “Heavy” monsters. 
  They’re more durable than their originals – 
  they have 2x the HP, 1.5x the MP, and 1.5x 
  the SP of their copied target. They also 
  count as Evil, Undead foes. 
   
  We recommend preparing fights with 
  Dark Doppelgangers well ahead of time. 
  Because they require the GM to copy the 
  Heroes’ character sheets, it’s best to work 
  out their exact equipment, stats, and abilities 
  between game sessions, if you can. 
  
   
   
   
  31 
  BestiaryBestiary 
   
  Playing a Doppelganger 
  Dark Doppelgangers are totally intangible 
  until they copy someone’s form. Copying 
  someone’s form is a Standard action, and 
  requires entering their shadow akin to the 
  Twili Transit spell – at which point, they rise 
  up, immediately ready and able to fight. 
  Once a form is selected, the Dark 
  Doppelganger cannot select another form to 
  copy until the end of an Extended Rest. 
   
  Dark Doppelgangers cannot speak, but are 
  otherwise of Rational Intelligence, able to 
  form new plans on the fly, knowing full well 
  what tactics their originals might attempt. 
  They can silently communicate with other 
  Dark Doppelgangers, and with their originals. 
  Unless otherwise ordered by some greater 
  evil force, they will strive with all their might 
  to kill their original. 
   
  Regardless of the copied target’s original 
  Weakness(es), Dark Doppelgangers have a 
  Weakness to Light damage.  
   
  In addition, Dark Doppelgangers have all of 
  the following Spells and Techniques: 
  • 
  Bellum’s Consumption (Spell) 
  • 
  Doppelganger’s Movement (Technique) 
  • 
  Twili Transit (Spell) 
   
  Dark Doppelgangers possess Darkvision. In 
  addition, they can sense when their original 
  is nearby, though not their exact location. 
  Rewards of a Doppelganger 
  When defeated, Dark Doppelgangers’ 
  equipment evaporates, as do they 
  themselves. They each leave behind one 
  Onyx and four Doppelmotes (Monster Parts), 
  of a Rank equal to their shadowy equipment. 
  At the GM’s discretion, defeating a group of 
  Dark Doppelgangers may also free a grateful 
  Small Fairy for the Heroes.
   
  Dark Doppelgangers are used in some 
  temples, shrines, or other places of power, 
  as a final test of a true Hero’s power. They 
  serve as a symbolic opponent, as well as a 
  very real and deadly one: by defeating a 
  Dark Doppelganger, a Hero also defeats 
  their darkest impulses, purifying their body, 
  mind, and soul for still greater trials. 
   
  Because of this, Dark Doppelgangers often 
  serve as the final challenge that stands 
  between a band of Heroes, and some 
  powerful item or ancient artifact. As such, 
  the final reward for besting your own shadow 
  may be the key to saving everyone.
  
   
   
   
  32 
  BestiaryBestiary 
   
  Darknut 
  Darknuts are the nigh-indestructible knights 
  in many an evil army. Though renowned for 
  their skill with a weapon and their exceptional 
  durability, few have seen a Darknut’s true 
  appearance beneath their armored visage. 
  Some think them demons, while other tales 
  speak of dog-like appearances, or fallen 
  warriors trapped in animate armor. 
   
  Darknuts are smart enough to form 
  coordinated groups, make plans, and even 
  command lesser creatures. This makes them 
  dangerous not only as frontline combatants, 
  but also as generals and elite strike forces.  
  However, as Darknut armor absorbs those 
  blows, it tends to come loose and fall off. 
  This fatal weakness is shared by all their ilk, 
  making any fight with a Darknut a battle of 
  attrition – one that Heroes might be able to 
  turn to their advantage. 
   
  Ask any experienced Hero – Darknuts are 
  not to be trifled with. Even a lone Darknut is 
  a respectable, honorable challenge. 
   
   
  
   
   
   
  33 
  BestiaryBestiary 
   
  Iron Knuckle 
  Iron Knuckles are extremely durable warriors. 
  They like to wade into the fray, and slowly 
  grind their enemies beneath their sword and 
  shield until they are vulnerable to a Fatal 
  Blow. Be wary of attacking them from afar, 
  as their skill at Deflecting is unparalleled. 
   
  Iron Knuckle 
  Rank 3 Civilized Warrior Heavy 
  HP: 48 
  MP: 0 
   
  SP: 48 
  Defense: 20 (Extreme) 
  Concentration: 16 
  Initiative: +5 
  Evasion:   8 
  Size: Medium 
  Vitality:  17 
  Movement: 4 (Walking) 
  Strike 
  Damage: 21 
  To-Hit Check: +8 
  Range: Melee 
  Fatal Blow 
  10 Stamina 
  Damage: 35 
  Range: Melee 
  Use Requirement: Target is in Peril 
  Perfect Deflection 
  (Reaction) 
  10 Stamina 
  Damage: - 
  Range: Self 
  Use Requirement: Wielding a Shield; hit by a 
  Burst, Cone, Line, or Projectile attack 
  Roll To-Hit target’s Concentration, using your Shield. On success, 
  you suffer no damage or ill effects from the attack, and you may 
  repeat the attack against only its user (ignoring Range). 
  Riposte 
  (Free Action) 
  4 Stamina 
  Damage: 21 
  Range: Melee 
  When you successfully Deflect an attack with your shield, you may 
  activate this Technique to make a follow-up Strike Basic Attack with 
  your other equipped Weapon. 
  Default Weapon: Darknut Sword 
  (Rank 3 Metal Sword, Darknut style) 
  Accuracy: 2 
  Attack: 14 
  Durability: 14 
  Darknut Shield 
  (Rank 3 Metal Shield, Darknut style) 
  Accuracy: 3 
  Attack: 12 
  Durability: 13 
  Shed Armor (Passive) 
  Attacks against this creature from behind ignore half of its Defense. 
  It then loses 3 Defense (if able), gains 1 Evasion, 0.5 Movement, 
  and loses 1 Vitality. These changes persist until this creature next 
  takes an Extended Rest. 
  Rational Intelligence 
  Combat 
  7 
   
  Willpower 
  3 
  Accuracy 
  6 
  Hearts 
  6 
   
  Magic 
  0 
  Stamina 
  8 
  Athletics 
  7 
   
  Arcana 
  3 
  Nature 
  2 
  Civilization 
  5 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  7 
   
  Influence 
  2 
  Command 
  4 
  Intimidate 
  6 
   
  Discipline 
  6 
  Insight 
  3 
  Mechanics 
  2 
   
  Perform 
  1 
  Guile 
  5 
  Smithing 
  6 
   
  Enchanting 
  6 
  Cooking 
  0 
  Drops: Weapons (when available) 
  3x Knuckle Alloy (Rank 3 Metal) 
   
   
   
   
  Kanonnier 
  Kanonnier are cannon-wielding Darknuts, 
  using cannons to fire Bombs and 
  Cannonballs into the fray. Because their 
  cannons are slow and unwieldy, they must 
  stay put to fire them, making them just as 
  much an easy target as their prey.  
   
  Kanonnier 
  Rank 3 Civilized Blaster Heavy 
  HP: 40 
  MP: 0 
   
  SP: 24 
  Defense: 10 (Medium) 
  Concentration: 16 
  Initiative: +4 
  Evasion: 10 
  Size: Medium 
  Vitality:  16 
  Movement: 4 (Walking) 
  Fire Bomb 
  Damage: 14 
  To-Hit Check: +9 
  (consumes 1x Bomb) 
  Range: Blast 3 
  (center w/in 25 sq.) 
  Fire Cannonball 
  Damage: 20 
  To-Hit Check: +9 
  (consumes 1x Cannonball) 
  Range: Projectile 25 
  Default Weapon: Darknut Cannon 
  (Rank 3 Heavy Weapon, Darknut style) 
  See “Rebuild the Wild” for more details on Heavy Weapons. 
  Ammunition: 3x Bombs, 2x Rank 3 Cannonballs 
  Accuracy: 2 
  Attack: 6 
  Durability: 14 
  Quick Heavy Weapon Rules (Explanation) 
  • When pushing a Heavy Weapon, move as if Slowed. 
  • Heavy Weapons cannot be pushed over Difficult Terrain. 
  • Heavy Weapons cannot be moved and fired in the same turn. 
  • Loading a Heavy Weapon is a Minor Action. Firing it is a Standard. 
  Shed Armor (Passive) 
  Attacks against this creature from behind ignore half of its Defense. 
  It then loses 3 Defense (if able), gains 1 Evasion, 0.5 Movement, 
  and loses 1 Vitality. These changes persist until this creature next 
  takes an Extended Rest. 
  Rational Intelligence 
  Combat 
  4 
   
  Willpower 
  2 
  Accuracy 
  6 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  6 
   
  Arcana 
  2 
  Nature 
  2 
  Civilization 
  6 
   
  Perception 
  6 
  Agility 
  4 
  Fortitude 
  6 
   
  Influence 
  4 
  Command 
  2 
  Intimidate 
  7 
   
  Discipline 
  6 
  Insight 
  3 
  Mechanics 
  6 
   
  Perform 
  1 
  Guile 
  2 
  Smithing 
  6 
   
  Enchanting 
  2 
  Cooking 
  0 
  Drops: Weapons & Ammunition (when available) 
  (Cannon deconstructs to 1x Rank 3 Monster 
  Part and 2x Rank 3 Metal) 
  3x Knuckle Alloy (Rank 3 Metal) 
   
   
  
   
   
   
  34 
  BestiaryBestiary 
   
  Mazura 
  Mazura are intelligent commanders, serving 
  as armored chessmasters on the battlefield. 
  Fitting, given their horse-headed helmets. 
  Mazura direct their allies to attack, and can 
  also keep them well-protected with their 
  Shield Wall’s Clarion Technique. 
   
  Mazura 
  Rank 3 Civilized Rallier Heavy 
  HP: 48 
  MP: 0 
   
  SP: 36 
  Defense: 13 (Heavy) 
  Concentration: 17 
  Initiative: +5 
  Evasion: 12 
  Size: Medium 
  Vitality:  16 
  Movement: 4 (Walking) 
  Strike 
  Damage: 21 
  To-Hit Check: +8 
  Range: Melee 
  Call to Arms 
  5 Stamina 
  Damage: 35 
  Range: Melee 
  One ally within 7 squares may, as a Reaction, make a Basic Attack 
  against a foe you struck with this attack. 
  Commander’s Call 
  (Minor Action) 
  3 Stamina 
  Damage: - 
  Range: 1 Ally in 7 sq. 
  The target may choose one: 
  • Move half their Movement 
  • End the Distracted condition 
  • End the Off-Balance condition 
  • Perform a Minor Action 
  Shield Wall’s Clarion 
  10 Stamina 
  Damage: None 
  Range: Burst 4 
  As a free action, you and all allies within range may use the Defend 
  action. 
  Default Weapon: Darknut Maul 
  (Rank 3 Metal Bat, Darknut style) 
  Accuracy: 2 
  Attack: 15 
  Durability: 12 
  Shed Armor (Passive) 
  Attacks against this creature from behind ignore half of its Defense. 
  It then loses 3 Defense (if able), gains 1 Evasion, 0.5 Movement, 
  and loses 1 Vitality. These changes persist until this creature next 
  takes an Extended Rest. 
  Rational Intelligence 
  Combat 
  6 
   
  Willpower 
  3 
  Accuracy 
  6 
  Hearts 
  6 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  6 
   
  Arcana 
  3 
  Nature 
  2 
  Civilization 
  6 
   
  Perception 
  5 
  Agility 
  6 
  Fortitude 
  6 
   
  Influence 
  2 
  Command 
  7 
  Intimidate 
  6 
   
  Discipline 
  7 
  Insight 
  4 
  Mechanics 
  2 
   
  Perform 
  1 
  Guile 
  5 
  Smithing 
  6 
   
  Enchanting 
  4 
  Cooking 
  0 
  Drops: Weapons (when available) 
  3x Knuckle Alloy (Rank 3 Metal) 
   
   
   
   
   
   
  Rebonak 
  Rebonak are mounted Darknuts, riding into 
  battle to protect other fighters and command 
  attention. Rebonak often have a mount 
  unique to the area or task at hand, but may 
  ride a Horse if little else would suit. When 
  dismounted, their exceptionally heavy armor 
  slows them down significantly. 
   
  Rebonak 
  Rank 3 Civilized Protector Heavy 
  HP: 48 
  MP: 0 
   
  SP: 48 
  Defense: 20 (Extreme) 
  Concentration: 15 
  Initiative: +5 
  Evasion:   8 
  Size: Medium 
  Vitality:  18 
  Movement: 3 (Walking) 
  Stab 
  Damage: 19 
  To-Hit Check: +8 
  Range: Line 2 
  Koridai Countenance 
  (Minor Action) 
  2 Stamina 
  Damage: - 
  Range: 1 target in 4 
  sq. 
  Roll To-Hit target’s Concentration; on success, they are Distracted 
  by you until the end of their next turn. 
  Rebonak’s Retort 
  (Reaction) 
  3 Stamina 
  Damage: 19 
  Range: Melee 
  Use Requirement: An ally you can see is struck 
  by a foe you can see. 
  You may move half your Movement towards the foe. Roll To-Hit 
  target’s Concentration; on success, they are Distracted by you until 
  the end of their next turn. 
  Threatening Blow 
  4 Stamina 
  Damage: 11 
  Range: Melee 
  Roll To-Hit target’s Concentration. On success, you may select one 
  other foe you can see. Both your original target and the additional 
  target are Distracted by you until the end of your next turn. 
  Default Weapon: Darknut Lance 
  (Rank 3 Metal Spear, Darknut style) 
  Accuracy: 3 
  Attack: 13 
  Durability: 15 
  Dragoon (Passive) 
  You may use Combat Maneuvers, Spells, and Techniques while 
  mounted. 
  Dragoon Charger (Passive) 
  When you Charge while mounted, add +1 to the To-Hit roll of the 
  Strike you make. While mounted, you may Charge through the 
  spaces of other combatants, dealing (mount’s Combat) damage to 
  them. 
  Shed Armor (Passive) 
  Attacks against this creature from behind ignore half of its Defense. 
  It then loses 3 Defense (if able), gains 1 Evasion, 0.5 Movement, 
  and loses 1 Vitality. These changes persist until this creature next 
  takes an Extended Rest. 
  Rational Intelligence 
  Combat 
  6 
   
  Willpower 
  2 
  Accuracy 
  6 
  Hearts 
  6 
   
  Magic 
  0 
  Stamina 
  8 
  Athletics 
  7 
   
  Arcana 
  2 
  Nature 
  2 
  Civilization 
  5 
   
  Perception 
  3 
  Agility 
  4 
  Fortitude 
  8 
   
  Influence 
  2 
  Command 
  6 
  Intimidate 
  8 
   
  Discipline 
  5 
  Insight 
  3 
  Mechanics 
  2 
   
  Perform 
  1 
  Guile 
  2 
  Smithing 
  6 
   
  Enchanting 
  6 
  Cooking 
  0 
  Drops: Weapons (when available) 
  3x Knuckle Alloy (Rank 3 Metal) 
   
   
  
   
   
   
  35 
  BestiaryBestiary 
   
  Deku Baba 
  Deku Baba are dangerous purple flowers that 
  grow in the forests of Hyrule. They can often 
  be found in valleys, crevasses, and other 
  places where foe – and prey – are forced to 
  walk into range of their biting heads.  
   
  Deku Baba 
  Rank 1 Natural Protector 
  HP: 12 
  MP: 0 
   
  SP: 12 
  Defense: 4 (Light) 
  Concentration: 11 
  Initiative: +5 
  Evasion: 13 
  Size: Medium 
  Vitality:  14 
  Movement: None 
  Strike 
  Damage: 8 
  To-Hit Check: +7 
  Range: Melee 
  Stretching Lunge 
  (Reaction) 
  4 Stamina 
  Damage: 8 
  Range: Melee 
  Use Requirement: A foe enters a square within 
  your reach, and you are not Stretched Out. 
  You attempt to stretch into the square the foe entered. Roll To-Hit 
  Target’s Concentration; on success, target is Pushed 1 square in a 
  direction of your choice. 
  Uppercut 
  4 Stamina 
  Damage: 8 
  Range: Melee 
  Push the target back one square. 
  Default Weapon: Deku Baba Bite 
  (Rank 1 Natural Dagger) 
  Accuracy: 4 
  Attack: 5 
  Durability: - 
  Stretchy 2 (Passive) 
  This creature can stretch out two squares in any direction, 
  regardless of this creature’s movement methods, occupying up to 
  three squares in a row simultaneously. It originates attacks from its 
  outstretched end. It cannot move while stretched. It can be 
  damaged anywhere along its length. 
  Weak Wood (Weak Point) 
  While Stretched Out, this creature’s intermediary segment is a  
  Weak Point (but not its base or head). When struck, the creature 
  immediately ceases being Stretched Out. 
  Instinctive Intelligence 
  Immune: Forced Movement 
  Weakness: Fire 
  Combat 
  3 
   
  Willpower 
  0 
  Accuracy 3 
  Hearts 
  3 
   
  Magic 
  0 
  Stamina 3 
  Athletics 
  3 
   
  Arcana 
  0 
  Nature 3 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 5 
  Fortitude 
  4 
   
  Influence 
  2 
  Command 0 
  Intimidate 
  2 
   
  Discipline 
  1 
  Insight 1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 2 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 0 
  Drops: 1x Deku Stick (Rank 1 Wood) 
  2x Deku Sap (Rank 1 Monster Part) 
  Deku Baba Lore 
  Novice (DC 7): Deku Baba grow in swamps 
  and misty forests. They strike at anything 
  that moves – so it’s not uncommon for 
  travelers to throw a rock or shoot an arrow 
  down a wooded path, just to see if any 
  flowers try to lunge at it. 
   
  Journeyman (DC 10): Deku Sticks cut from 
  Deku Baba stalks are sometimes used by 
  wilderness guides to build makeshift abodes. 
  They help rid the forest of a pesky blight, 
  and they don’t have to harm any trees to 
  build their shelter. 
   
  Adept (DC 13): Some believe that Deku 
  Baba were once normal flowers, cursed by 
  spirits who died in the Lost Woods. Others 
  simply wave this off as an old wives’ tale, 
  and say they are simply malicious weeds.
   
   
   
  
   
   
   
  36 
  BestiaryBestiary 
   
  Dodongo 
  Dodongo 
  Rank 2 Natural Warrior MINIBOSS 
  HP: 64 
  MP: 40 
   
  SP: 48 
  Defense: 16 (Extreme) 
  Concentration: 14 
  Initiative: +5 
  Evasion:   9 
  Size: Huge 
  Vitality:  16 
  Movement: 5 (Walking) 
  Sweep 
  Damage: 12 
  To-Hit Check: +8 
  Range: Sweep 2 
  Flame Breath 
  8 Magic 
  Damage: 12 
  Range: Cone 2 or 
  Projectile 8 
  Roll To-Hit Target’s Vitality; on success, target is On Fire. 
  Goron Goroll 
  8 Stamina (Bind) 
  Damage: - 
  Range: Self 
  You roll into a tight, round ball. While in this stance, your Movement 
  is halved, and you resist all attacks by 4 steps. In addition, you 
  cannot use any Actions (Standard, Minor, or Reaction) that do not 
  have the Goron race as a Learn or Use Requirement. You may 
  uncurl as a Minor action during your turn, ending this stance. 
  Inhale 
  4 Stamina (Bind) 
  Damage: - 
  Range: Self 
  Increase the Range of your next Blast or Burst attack by 1; or the 
  Range of your next Cone, Line, or Sweep attack by 2; or the Range 
  of your next Projectile attack by 4. (For example, from Cone 2 to 
  Cone 4). The Stamina Bound in this attack is Burned when you next 
  use a Blast, Burst, Cone, Line, or Sweep attack. 
  Stomp 
  10 Stamina 
  Damage: 10 
  Range: Blast 2 
  Roll To-Hit Target’s Vitality; on success, the target is Knocked 
  Prone. 
  Default Weapon: Dodongo Crunch 
  (Rank 4 Natural Sledge) 
  Accuracy: 2 
  Attack: 8 
  Durability: - 
  Dodongo Dislikes Smoke (Weak Point) 
  Being damaged by a Bomb of any type temporarily weakens the 
  Dodongo’s armor-like scales, and Blinds it until the end of its next 
  turn. The first attack against the Dodongo while it is Blinded so 
  counts as striking the Dodongo’s Weak Point. If the Bomb exploded 
  inside the Dodongo, then the Dodongo also loses its next turn. 
  Eat Like a Dodongo (Weak Point) 
  When this creature uses Inhale, its mouth remains open until the 
  beginning of its next turn. If an attack is used on this creature’s 
  mouth during this state, the attack ignores half of this creature’s 
  Defense, but does not strike a Weak Point. If a Bomb is thrown into 
  this creature’s open mouth, it explodes within the creature 
  immediately, ignores all Defense, and unbinds the Stamina bound in 
  Inhale (also removing its buff). 
  Rolling Cutter (Passive) 
  While in a Goron Goroll, your Movement is not halved. In addition, 
  you can move through (but not end your turn in) an enemy’s space; 
  doing so causes that enemy 4 damage, mitigated by Defense. Roll 
  To-Hit Target’s Vitality; on success, the target is knocked Prone. 
  Limited Intelligence 
  Resistance: Fire damage (Rank 5) 
  Immunity: Heatwave weather, Lava 
  Combat 
  4 
   
  Willpower 
  2 
  Accuracy 
  4 
  Hearts 
  4 
   
  Magic 
  5 
  Stamina 
  6 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  3 
  Civilization 
  2 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  6 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  5 
   
  Discipline 
  4 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 4x Dodongo Scales (Rank 2 Monster Part) 
  2x Bombs 
   
   
   
  The Dodongo is one of the most storied 
  creatures in all of Hyrule. Found in caves, 
  dungeons, and mountainsides, these 
  dinosaurs are not to be trifled with – unless 
  you know their debilitating weakness. 
   
  Dodongo are famously averse to explosives: 
  the acrid smoke makes their eyes water 
  painfully, and though the gunpowder tastes 
  delicious to them, its inevitable explosion in 
  their bellies can lead to fatal heartburn. 
  Dodongo Lore 
  Journeyman (DC 10): “Dodongo dislike 
  smoke” is a well-known phrase among 
  Hylians, meaning ‘that’s obvious’, along the 
  lines of saying “and the sky is blue”.  
   
  Adept (DC 13): Dodongo leather is used by 
  Goron craftsmen for high-quality Bomb Bags, 
  Goron Tunics, and other items that require 
  high heat resistance and tensile strength. 
   
  Expert (DC 16): In the lands of Labrynna 
  and Holodrum, there are tales of strange, 
  friendly Dodongo – who even enjoy going for 
  a swim! Though they cannot breathe fire, it’s 
  said that they make up for it with a curious 
  intelligence, and capacity for speech. 
   
   
  
   
   
   
  37 
  BestiaryBestiary 
   
  Ghosts 
   
   
   
   
  Moa 
  Moa 
  Rank 2 Arcane Hunter 
  HP: 16 
  MP: 20 
   
  SP: 0 
  Defense: 6 (Light) 
  Concentration: 15 
  Initiative: +6 
  Evasion: 16 
  Size: Small 
  Vitality:  12 
  Movement: 6 (Flying) 
  Strike 
  Damage: 11 
  To-Hit Check: +10 
  Range: Melee 
  Camera 
  2 Magic (Bind) 
  Damage: - 
  Range: Vision 
  You may perfectly remember what you are looking at in this exact 
  moment – well enough to read written words, or produce a high-
  quality reproduction by sketch. This does not provide you with 
  details that you could not see at the time, nor any capacity to ‘zoom 
  in’ on the mental picture. When the spell ends, your perfect recall of 
  what you saw also ends, though you may remember it normally. 
  Moa’s Invisibility 
  12 Magic 
  Damage: - 
  Range: Self 
  You become Invisible until the end of the encounter. Being 
  successfully struck with an attack will end the effect, as will 
  performing an attack. 
  Tears of Flame 
  4 Magic 
  Damage: - 
  Range: Special 
  Use this Spell at the beginning of your turn. For the remainder of 
  your turn, all squares you fly over become Brushfire terrain. Against 
  any foes you fly over, make a To-Hit roll; on success, the target is 
  now On Fire. 
  Default Weapon: Moa’s Eye 
  (Rank 2 Natural Club) 
  Accuracy: 4 
  Attack: 9 
  Durability: - 
  Burning Threat (Passive) 
  If you hit a foe with a Basic Attack, and they do not use a Reaction 
  against the attack, then they are set On Fire. 
  Bullseye (Weak Point) 
  This creature’s eye is its Weak Point, and is Hard to Hit. Once 
  struck, this creature is Blinded, and its Weak Point cannot be struck, 
  until the end of its next turn. 
  Limited Intelligence, Undead 
  Combat 
  2 
   
  Willpower 
  3 
  Accuracy 6 
  Hearts 
  4 
   
  Magic 
  5 
  Stamina 0 
  Athletics 
  2 
   
  Arcana 
  4 
  Nature 2 
  Civilization 
  4 
   
  Perception 
  8 
  Agility 6 
  Fortitude 
  2 
   
  Influence 
  0 
  Command 0 
  Intimidate 
  3 
   
  Discipline 
  5 
  Insight 5 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 4 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 0 
  Drops: 3x Moa Mote (Rank 2 Monster Part) 
   
  Moa are large, floating eyeballs, with a trail 
  of thick smoke behind them. They can cry 
  tears of flame to light the ground beneath 
  them on fire, but greater evils will often use 
  them as spies and sentries, relying on their 
  incredible vision and memory to guard their 
  castles and roads. 
  Ghini 
   
   
   
   
   
   
   
   
   
   
   
   
  Ghini 
  Rank 2 Arcane Warrior 
  HP: 24 
  MP: 12 
   
  SP: 20 
  Defense: 6 (Light) 
  Concentration: 13 
  Initiative: +2 
  Evasion: 12 
  Size: Small 
  Vitality:  15 
  Movement: 6 (Flying) 
  Stab 
  Damage: 12 
  To-Hit Check: +9 
  Range: Line 2 
  Ghastly Lick 
  4 Magic 
  Damage: 12, Dark 
  Range: Melee 
  Roll To-Hit target’s Concentration; on success, target is Halted. 
  Moa’s Invisibility 
  12 Magic 
  Damage: - 
  Range: Self 
  You become Invisible until the end of the encounter. Being 
  successfully struck with an attack will end the effect, as will 
  performing an attack. 
  Default Weapon: Ghini’s Tongue 
  (Rank 2 Natural Spear) 
  Accuracy: 4 
  Attack: 8 
  Durability: 10 
  Denizen of Shadows (Passive) 
  While in dim light, this creature is Hard to Hit.  
  While in total darkness, its Evasion increases by another +2.  
  While in bright direct light or sunlight, this creature is Blinded. 
  Phasing (Passive) 
  This creature can pass through solid objects, walls, and floors, as if 
  they were Difficult Terrain. 
  Limited Intelligence, Undead 
  Weakness: Light 
  Combat 
  4 
   
  Willpower 
  3 
  Accuracy 5 
  Hearts 
  6 
   
  Magic 
  3 
  Stamina 5 
  Athletics 
  4 
   
  Arcana 
  4 
  Nature 2 
  Civilization 
  5 
   
  Perception 
  4 
  Agility 2 
  Fortitude 
  5 
   
  Influence 
  0 
  Command 0 
  Intimidate 
  3 
   
  Discipline 
  3 
  Insight 3 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 3 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 0 
  Drops: 3x Ghiniplasm (Rank 2 Monster Part) 
   
  Ghini inhabit untended gravestones, waking 
  when some wayward Hero touches the old 
  grave-marker. Once they’re awake, Ghini like 
  to use their Ghastly Lick to stop foes in their 
  tracks, and then continue to hit them with 
  their egregiously long tongue. 
   
   
  
   
   
   
  38 
  BestiaryBestiary 
   
  Gohma 
  Gohma are insect-like creatures, with a huge 
  eye dominating their body. They skitter 
  sideways, and can even climb up walls, 
  waiting in the shadows for their prey. They 
  prefer to live in dark, quiet, open places. 
  Gohma Larva 
  Gohma Larva are the Gohma’s youngest, 
  smallest form. Their eyes are still developing, 
  making them incapable of firing the lasers 
  they will one day be known for. Instead, they 
  rely on their tiny pincers, using them to grab 
  on to foes and weigh them down with their 
  many tiny bodies – and hoping that 
  something else can finish them off, delivering 
  them their next meal. 
   
   
   
   
   
  Gohma Larva 
  Rank 0 Natural Warrior Swarm 
  HP: - 
  MP: 4 
   
  SP: 8 
  Defense: 0 (Unarmored) 
  Concentration: 12 
  Initiative: +3 
  Evasion: 12 
  Size: Small 
  Vitality:  13 
  Movement: 3 (Walking) 
  Strike 
  Damage: 5 
  To-Hit Check: +5 
  Range: Melee 
  Weigh Down 
  6 Stamina 
  Damage: 4 
  Range: Weapon 
  Roll To-Hit Target’s Vitality; on success, the target is Slowed, and 
  has their Evasion reduced by 1, until the end of their next turn. 
  Default Weapon: Gohma Larva Claw 
  (Rank 0 Natural Handaxe) 
  Accuracy: 3 
  Attack: 4 
  Durability: - 
  Spider’s Walk (Passive) 
  This creature may cling to and walk on walls and ceilings. 
  Instinctive Intelligence 
  Combat 
  1 
   
  Willpower 
  1 
  Accuracy 
  2 
  Hearts 
  - 
   
  Magic 
  1 
  Stamina 
  2 
  Athletics 
  3 
   
  Arcana 
  1 
  Nature 
  1 
  Civilization 
  1 
   
  Perception 
  3 
  Agility 
  3 
  Fortitude 
  3 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  2 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: (Hearts) Gohma Hairs (Rank 0 Monster Part) 
   
   
   
  
   
   
   
  39 
  BestiaryBestiary 
   
  Queen Gohma 
  Queen Gohma are the broodmothers, 
  commanding large numbers of Gohma 
  Larvae. They like to drop down on foes using 
  Stomp or Rough Spin to split people up, and 
  then Lock On to one poor sap – followed up 
  by a Charge Shot to take them out. 
   
  Queen Gohma 
  Rank 1 Natural Warrior BOSS 
  HP: 120 
  MP: 60 
   
  SP: 40 
  Defense: 6 (Medium) 
  Concentration: 13 
  Initiative: +3 
  Evasion: 11 
  Size: Huge 
  Vitality:  14 
  Movement: 4 (Walking) 
  Sweep 
  Damage: 10 
  To-Hit Check: +6 
  Range: Sweep 2 
  Charge Shot 
  8 Magic 
  Damage: 14, Light 
  Range: Projectile 10 
  Roll To-Hit Target’s Concentration; on success, the target is 
  knocked Prone. 
  Lock On 
  4 Stamina (Bind) 
  Damage: - 
  Range: 1 target in 8 sq. 
  You lock on to the target. Your next attack against them has a +4 
  on all To-Hit checks, and Burns the Bound Stamina. If they leave 
  your line of sight, this effect ends, returning the Bound Stamina. 
  Rough Spin 
  12 Stamina 
  Damage: 10 
  Range: Burst 1 
  All targets are pushed to just outside the radius of the attack. 
  Stomp 
  10 Stamina 
  Damage: 10 
  Range: Blast 2 
  Roll To-Hit Target’s Vitality; on success, the target is Knocked Prone. 
  Summon Larvae 
  4 Stamina 
  Damage: - 
  Range: Projectile 8 
  You create a Gohma Larva in the targeted square, or add 4 HP to a 
  Gohma Larva swarm. Gohma Larva created this way do not provide 
  any drops when defeated. 
  Default Weapon: Gohma’s Claw 
  (Rank 1 Natural Axe) 
  Accuracy: 2 
  Attack: 8 
  Durability: - 
  Gohma’s Eye (Weak Point) 
  This creature’s eye is its Weak Point, but it remains closed much of 
  the time, rendering it Extremely Hard to Hit. When this creature uses 
  Lock On, its eye remains open until the beginning of its next turn. 
  During this time, this creature’s eye is not Hard to Hit at all. If its eye 
  is hit, the Stamina used on Lock On is Burned (removing the buff). 
  Spider’s Walk (Passive) 
  This creature may cling to and walk on walls and ceilings. 
  Limited Intelligence 
  Combat 
  2 
   
  Willpower 
  3 
  Accuracy 
  4 
  Hearts 
  3 
   
  Magic 
  3 
  Stamina 
  2 
  Athletics 
  4 
   
  Arcana 
  2 
  Nature 
  2 
  Civilization 
  3 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  4 
   
  Influence 
  2 
  Command 
  0 
  Intimidate 
  3 
   
  Discipline 
  3 
  Insight 
  3 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 1x Gohma Claw (Rank 1 Axe, Natural) 
  10x Gohma Leg (Rank 1 Monster Part) 
  Small Fairies, equal to size of party 
   
   
   
  Gohma Lore 
  Novice (DC 7): Gohma are one of the most 
  common large-scale monsters a Hero might 
  face. They breed quickly and plentifully, and 
  can make their home in most any dark 
  environ. The surest way to prevent a Gohma 
  Larva from making its home in your 
  basement is to properly seal and light it. 
   
  Journeyman (DC 10): Gohma are a 
  common infestation in large trees, tunneling 
  into the tree trunk and using a hollowed-out 
  space as a home. The bigger the tree, the 
  bigger the Gohma can become before it 
  must leave to find a new home.  
   
  Adept (DC 13): As Gohma age, they 
  become larger and more powerful. They can 
  even grow additional body segments, 
  changing from their traditional ‘arachnid’ 
  body to a more ‘centipede’-like form. The 
  larger, longer, or more segmented a Gohma, 
  the more powerful and dangerous it is. 
   
   
  
   
   
   
  40 
  BestiaryBestiary 
   
  Goriya 
  Highly intelligent, dungeon-dwelling wolf-
  men, Goriya are both clever and dangerous. 
  They are renowned not only for their skill at 
  throwing a Boomerang, but also for their 
  ability to craft them. Goriya make their own 
  Boomerangs, and it’s not uncommon for 
  them to be tailored to the local environment, 
  or even to the specific task at hand. 
   
  Goriya 
  Rank 2 Natural Warrior Heavy 
  HP: 32 
  MP: 0 
   
  SP: 24 
  Defense: 8 (Medium) 
  Concentration: 13 
  Initiative: +4 
  Evasion: 12 
  Size: Medium 
  Vitality:  14 
  Movement: 5 (Walking) 
  Throw 1H Weapon 
  Damage: 16 
  To-Hit Check: +10 
  Range: Projectile 6 
  Orbit Throw 
  8 Stamina 
  Damage: 16 
  Range: Projectile 6 
  This attack does not harm the target. However, it does create a 
  Burst 1 around the target, striking all targets within that burst. 
  Pinning Shot 
  4 Stamina 
  Damage: 16 
  Range: Projectile 6 
  Roll To-Hit Target’s Concentration; on success, the target is Halted 
  until the end of their next turn. 
  Wide Return 
  6 Stamina 
  Damage: 16 
  Range: Projectile 6 
  Make a follow-up attack against another foe within (Weapon’s 
  Range) range of your original target. This follow-up attack deals 
  (Weapon + Combat) damage, hits automatically, costs no Stamina, 
  and must use the same weapon used in the original attack. This 
  follow-up attack cannot have the same target as the original attack. 
  Default Weapon: Goriya’s Boomerang 
  (Rank 2 Wooden Boomerang, Demon style) 
  Enchantment: Perfectly Balanced, Rank 2 (+1 Crit) 
  Accuracy: 5 
  Attack: 10 
  Durability: 10 
  Grumbling Stomach (Passive) 
  This creature is almost always hungry, and is easily distracted by 
  food. It will prioritize trying to obtain food, including Dishes set down 
  by Heroes, and has a -2 to resist social checks that offer food. 
  Yiga Yadome-Jutsu (Passive) 
  You may Parry in response to Projectile attacks. 
  Rational Intelligence 
  Combat 
  6 
   
  Willpower 
  2 
  Accuracy 
  5 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  2 
   
  Perception 
  5 
  Agility 
  4 
  Fortitude 
  4 
   
  Influence 
  2 
  Command 
  1 
  Intimidate 
  4 
   
  Discipline 
  3 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  1 
  Guile 
  4 
  Smithing 
  6 
   
  Enchanting 
  4 
  Cooking 
  2 
  Drops: Weapons (when available) 
  2x Goriya Fur (Rank 2 Monster Part) 
  40 Rupees 
   
   
    
   
  Goriya Lore 
  Journeyman (DC 10): Goriya can be found 
  in deserts, on wide open plains, and in rocky 
  caves and mountainsides. Perhaps they 
  range so far because they search for 
  materials to craft Boomerangs with. 
   
  Adept (DC 13): Goriya Boomerangs are 
  highly prized for their keen edge and 
  powerful heft. Brave merchants will 
  sometimes seek out Goriya in solitude, 
  seeking their renowned weapons in trade. 
   
  Expert (DC 16): Every Goriya’s Boomerang 
  is a little different. Not only are they 
  enchanted and crafted for that Goriya’s 
  environment, but they bear subtle markings 
  and notches unique to that Goriya. To be 
  given a Goriya’s own Boomerang freely is a 
  sign of incredible respect, and a great honor. 
   
   
  
   
   
   
  41 
  BestiaryBestiary 
   
  Guardians 
  Guardians are robots built by the Ancients. 
  While Guardians were originally designed to 
  fight Calamity Ganon, many of them were 
  instead corrupted by it. Only those few 
  Guardians hidden in Shrines to test would-be 
  Heroes were saved from this fate. 
  Guardian Lore 
  Journeyman (DC 10): Guardians are known 
  to guard places the Ancients found 
  important, hence their name. If you should 
  ever encounter a Guardian, you should leave 
  that place immediately… or delve deeper, to 
  see why they would keep the place guarded. 
   
  Adept (DC 13): Calamity Ganon was able to 
  infect and take over all the Guardians that 
  were set against it. There are also reports of 
  Ganon’s power taking up Guardian materials 
  to take on temporary, deadly form. Some 
  scholars theorize that this means that the 
  two share some deeper connection. 
   
  Expert (DC 16): Guardians were originally 
  invented by the Sheikah, 10,000 years ago. 
  They were built to defend against Calamity 
  Ganon’s first coming – and they succeeded. 
   
  Impressive (DC 19): Not all Guardians were 
  possessed by Ganon’s Malice during the 
  Calamity. Those that were in Sheikah Shrines 
  and other protected places were kept safe, 
  their programming still intact. 
   
  Heroic (DC 22): In some Ancient texts, they 
  speak of incredible giant Octoroks inspiring 
  the form of Guardians. Scholars still debate 
  whether this is poetic language, or if there 
  were actually giant Octoroks that roamed the 
  world 10,000 years ago. 
   
  Legendary (DC 25): Despite the ancient 
  Sheikah’s incredible skill, knowledge, and 
  resources, they never made a Guardian 
  capable of independent thought… right? 
   
   
  
   
   
   
  42 
  BestiaryBestiary 
   
  Derelict Guardian 
  Guardian Stalkers that once strode the land, 
  sundered and broken in the coming of the 
  Calamity 100 years ago. Derelict Guardians 
  can no longer move around, and the years 
  have wreaked a heavy toll, weakening its 
  armor and laser-eye. Even so, they remain 
  dangerous obstacles, often waiting amidst 
  the husks of totally-broken Guardians. 
   
  Derelict Guardian 
  Rank 1 Mechanical Blaster Heavy 
  HP: 40 
  MP: 18 
   
  SP: 18 
  Defense: 6 (Medium) 
  Concentration: 12 
  Initiative: +2 
  Evasion: 10 
  Size: Large 
  Vitality:  14 
  Movement: (None) 
  Use Rod 
  Damage: 10, Light 
  To-Hit Check: +9 
  Range: Projectile 4 
  Charge Shot 
  8 Magic 
  Damage: 13, Light 
  Range: Projectile 10 
  Roll To-Hit Target’s Concentration; on success, the target is 
  knocked Prone. 
  Lock On 
  4 Stamina (Bind) 
  Damage: - 
  Range: 1 target in 8 sq. 
  You lock on to the target. Your next attack against them has a +4 
  on all To-Hit checks, and Burns the Bound Stamina. If they leave 
  your line of sight, this effect ends, returning the Bound Stamina. 
  Default Weapon: Guardian Laser Mk. I 
  (Rank 1 Natural Rod, Guardian Style) 
  Accuracy: 6 
  Attack: 7 
  Durability: - 
  Guardian’s Eye (Weak Point) 
  The creature’s eye is Extremely Hard to Hit. If struck, the creature is 
  Blinded until the end of its next turn. 
  Instinctive Intelligence 
  Weakness: Ancient weapons 
  Immunity: Flirt, Disarm 
  Combat 
  1 
   
  Willpower 
  3 
  Accuracy 
  3 
  Hearts 
  5 
   
  Magic 
  3 
  Stamina 
  3 
  Athletics 
  1 
   
  Arcana 
  1 
  Nature 
  0 
  Civilization 
  1 
   
  Perception 
  4 
  Agility 
  2 
  Fortitude 
  4 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  2 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 4x Shaft (Rank 3 Ancient Material) 
   
   
   
   
   
   
   
   
   
   
   
   
  Guardian Scout  
  Guardian Scouts have two manipulator arms, 
  allowing them to use weapons as a person 
  might. They attack by spinning, a clockwork 
  whirl of Rough Spins or Spin Lasers. 
   
  Guardian Scout 
  Rank 2 Mechanical Warrior 
  HP: 28 
  MP: 24 
   
  SP: 24 
  Defense: 10 (Heavy) 
  Concentration: 13 
  Initiative: +5 
  Evasion: 11 
  Size: Medium 
  Vitality:  15 
  Movement: 5 (Walking) 
  Strike 
  Damage: 17 
  To-Hit Check: +10 
  Range: Melee 
  Use Rod 
  Damage: 14, Light 
  To-Hit Check: +11 
  Range: Projectile 4 
  Charge Shot 
  8 Magic 
  Damage: 18, Light 
  Range: Projectile 6 
  Roll To-Hit Target’s Concentration; on success, the target is 
  knocked Prone. 
  Spin Laser 
  12 Magic 
  Damage: 14, Light 
  Range: Burst 2 
  You create an Updraft in a Burst 1 around you until the end of your 
  next turn. 
  Rough Spin 
  12 Stamina 
  Damage: 17 
  Range: Burst 1 
  All targets are pushed to just outside the radius of the attack. 
  Default Weapon: Guardian Laser Mk. II 
  (Rank 2 Natural Rod, Guardian Style) 
  Accuracy: 6 
  Attack: 10 
  Durability: - 
  Guardian Sword Mk. II 
  (Rank 2 Ancient Sword, Guardian Style) 
  Accuracy: 5 
  Attack: 11 
  Durability: 11 
  Instinctive Intelligence 
  Weakness: Ancient weapons 
  Immunity: Flirt, Disarm 
  Combat 
  6 
   
  Willpower 
  4 
  Accuracy 
  5 
  Hearts 
  7 
   
  Magic 
  6 
  Stamina 
  6 
  Athletics 
  5 
   
  Arcana 
  1 
  Nature 
  0 
  Civilization 
  2 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  5 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  4 
   
  Discipline 
  3 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons (when available) 
  3x Gear (Rank 2 Ancient Material) 
   
   
   
   
   
   
   
  
   
   
   
  43 
  BestiaryBestiary 
   
  Guardian Skywatcher 
  Guardian Skywatchers use a trio of propellers 
  to stay aloft, hovering in hallways and above 
  ravines. When they spot an interloper, they 
  float over them and shine a spotlight – 
  encouraging allies to take ‘em out. 
   
  Guardian Skywatcher 
  Rank 3 Mechanical Hunter 
  HP: 28 
  MP: 32 
   
  SP: 12 
  Defense: 13 (Heavy) 
  Concentration: 16 
  Initiative: +8 
  Evasion: 14 
  Size: Medium 
  Vitality:  15 
  Movement: 8 (Flying) 
  Use Rod 
  Damage: 19, Light 
  To-Hit Check: +11 
  Range: Projectile 4 
  Charge Shot 
  8 Magic 
  Damage: 25, Light 
  Range: Projectile 6 
  Roll To-Hit Target’s Concentration; on success, the target is 
  knocked Prone. 
  Illuminate 
  8 Magic (Bind) 
  Damage: - 
  Range: 1 Target directly  
              below you 
  You shine a bright red spotlight on the target. While the spotlight is 
  on them, the target is Distracting to you and all of your allies, is no 
  longer Invisible, and cannot be Hard to Hit due to cover. You follow 
  the targeted foe automatically, moving up to your Movement per 
  turn in order to keep up. If a foe moves faster than that on its turn, 
  your Illumination of it ends, returning the Bound Magic. 
  Default Weapon: Guardian Laser Mk. III 
  (Rank 3 Natural Rod, Guardian Style) 
  Accuracy: 6 
  Attack: 13 
  Durability: - 
  Instinctive Intelligence 
  Weakness: Ancient weapons 
  Immunity: Flirt, Disarm 
  Combat 
  4 
   
  Willpower 
  6 
  Accuracy 
  5 
  Hearts 
  6 
   
  Magic 
  8 
  Stamina 
  3 
  Athletics 
  5 
   
  Arcana 
  1 
  Nature 
  0 
  Civilization 
  2 
   
  Perception 
  7 
  Agility 
  8 
  Fortitude 
  5 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  4 
   
  Discipline 
  6 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Shaft (Rank 3 Ancient Material) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Guardian Stalker 
  Guardian Stalkers are the most iconic form of 
  the Guardian, and perhaps the most deadly. 
  They skitter about on six mechanical legs, 
  searching for a target. When they find one, 
  they Lock On, emitting a terrifying beeping 
  noise – only to unleash a powerful Charge 
  Shot on their prey moments later. 
   
  Guardian Stalker 
  Rank 3 Mechanical Blaster MINIBOSS 
  HP: 160 
  MP: 64 
   
  SP: 64 
  Defense: 20 (Extreme) 
  Concentration: 14 
  Initiative: +8 
  Evasion: 12 
  Size: Huge 
  Vitality:  17 
  Movement: 10 (Walking) 
  Use Rod 
  Damage: 21, Light 
  To-Hit Check: +12 
  Range: Projectile 8 
  Charge Shot 
  8 Magic 
  Damage: 29, Light 
  Range: Projectile 10 
  Roll To-Hit Target’s Concentration; on success, the target is 
  knocked Prone. 
  Lock On 
  4 Stamina (Bind) 
  Damage: - 
  Range: 1 target in 8 sq. 
  You lock on to the target. Your next attack against them has a +4 
  on all To-Hit checks, and Burns the Bound Stamina. If they leave 
  your line of sight, this effect ends, returning the Bound Stamina. 
  Stomp 
  10 Stamina 
  Damage: 18 
  Range: Blast 2 
  Roll To-Hit Target’s Vitality; on success, the target is Knocked 
  Prone. 
  Default Weapon: Guardian Laser Mk. III-2 
  (Rank 3 Natural Rod, Guardian Style, Longshot) 
  Accuracy: 6 
  Attack: 13 
  Durability: - 
  Guardian’s Eye (Weak Point) 
  The creature’s eye is Extremely Hard to Hit. If struck, the creature is 
  Blinded until the end of its next turn. 
  Stalker’s Stride (Weak Point) 
  This creature’s six legs are vulnerable to being cut off. Each leg is 
  Hard to Hit, but if struck, the attack ignores half of this creature’s 
  Defense, and the leg is cut off. When a leg is cut off, the Stalker’s 
  Movement and Evasion both decrease by 1. When the Stalker has 
  no legs remaining, its Movement and Evasion are set to 0 and it can 
  no longer use its Stomp attack. 
  Instinctive Intelligence 
  Weakness: Ancient weapons 
  Immunity: Flirt, Disarm 
  Combat 
  5 
   
  Willpower 
  8 
  Accuracy 
  6 
  Hearts 10 
   
  Magic 
  8 
  Stamina 
  8 
  Athletics 
  5 
   
  Arcana 
  1 
  Nature 
  0 
  Civilization 
  2 
   
  Perception 
  8 
  Agility 
  8 
  Fortitude 
  7 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  7 
   
  Discipline 
  4 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 5x Shaft (Rank 3 Ancient Material) 
   
   
   
   
  
   
   
   
  44 
  BestiaryBestiary 
   
  Helmasaur 
  Helmasaur are quadrupedal, dinosaur-like 
  creatures. They eat stone, gems, and 
  metals, using those minerals to grow a heavy 
  metal mask over their face. 
   
  Helmasaur 
  Rank 2 Natural Warrior 
  HP: 24 
  MP: 0 
   
  SP: 16 
  Defense: 10 (Heavy) 
  Concentration: 12 
  Initiative: +4 
  Evasion: 10 
  Size: Small 
  Vitality:  16 
  Movement: 5 (Walking) 
  Strike 
  Damage: 12 
  To-Hit Check: +10 
  Range: Melee 
  Dash Attack 
  8 Stamina 
  Damage: 12 
  Range: See Effect 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Ordon Rush 
  8 Stamina 
  Damage: 10 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, you begin pushing them.  
  You may continue to move, but it must be in a straight line. Your 
  target is pushed in front of you for the duration of this further 
  movement. 
  Default Weapon: Helmasaur Helm 
  (Rank 2 Metal Shield) 
  Accuracy: 4 
  Attack: 7 
  Durability: 8 
  Faceguard (Weak Point) 
  Attacks against this creature from behind ignore half of its Defense. 
  The creature’s Faceguard may be removed through Disarming it, 
  making all attacks against this creature ignore half of its Defense. 
  Limited Intelligence 
  Combat 
  5 
   
  Willpower 
  0 
  Accuracy 
  4 
  Hearts 
  6 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  5 
   
  Arcana 
  0 
  Nature 
  4 
  Civilization 
  1 
   
  Perception 
  3 
  Agility 
  4 
  Fortitude 
  6 
   
  Influence 
  2 
  Command 
  0 
  Intimidate 
  4 
   
  Discipline 
  2 
  Insight 
  2 
  Mechanics 
  4 
   
  Perform 
  0 
  Guile 
  2 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Helmasaur Helm (Rank 2 Metal Shield) 
  2x ‘Saur Steel-gland (Rank 2 Monster Part) 
   
  Helmasaur are simple creatures, and try to 
  ram into any threats or intruders face-first, 
  using their masks for both attack and 
  defense. 
   
  As a Helmasaur’s mask is made of solid 
  metal, it can be removed through a variety of 
  means: magnetic manipulation, disarming the 
  creature, or yanking it away with a Hookshot, 
  among other options. 
   
   
   
  Helmasaur Lore 
  Journeyman (DC 10): Helmasaur are 
  uncommon threats, found in caves and 
  mountainous areas, feasting on the metals 
  and ores underground. They use those 
  materials to grow the mask they wear. 
   
  Adept (DC 13): A Helmasaur’s helm might 
  be grown from their body, but it can safely 
  be removed. Some mountain-dwelling folk 
  will keep herds of Helmasaur, letting them 
  graze on the mountain, and then harvesting 
  their masks once a season. They then sell 
  these masks as scrap, or directly to 
  adventurers as shields. 
   
  Expert (DC 16): Helmasaur can have subtle 
  differences, based on what they eat. The 
  most common is the metallic-masked 
  version, but variants that primarily dine on 
  Gems, Stone, and even Rupees have been 
  found on occasion. You can tell by their 
  masks, as those are made out of whatever a 
  Helmasaur eats most. 
   
   
   
  
   
   
   
  45 
  BestiaryBestiary 
   
  Hikkun 
  Hikkun and their brethren are slimes that 
  inhabit metal encasements, forming a natural 
  hard-bodied shell. Quite durable if fought 
  directly, their shells can often be pried apart 
  to strike at their soft, vulnerable innards. 
  Hikkun 
  Hikkun 
  Rank 2 Natural Warrior 
  HP: 20 
  MP: 0 
   
  SP: 24 
  Defense: 16 (Extreme) 
  Concentration: 12 
  Initiative: +1 
  Evasion:   5 
  Size: Small 
  Vitality:  14 
  Movement: 4 (Walking) 
  Strike 
  Damage: 12 
  To-Hit Check: +8 
  Range: Melee 
  Default Weapon: Hikkun Shell 
  (Rank 2 Metal Shield) 
  Accuracy: 4 
  Attack: 7 
  Durability: 8 
  Hikkun Handles (Weak Point) 
  The Hikkun’s armored shield-shell has convenient handles. It has a 
  -5 vs. Grapples. If Grappled from two sides, those Heroes may pull 
  the Hikkun’s shell aside, allowing a third Hero to strike the Hikkun, 
  ignoring its Defense and striking a Weakness. The Grappling Heroes 
  are then automatically shaken off. 
  Instinctive Intelligence 
  Weakness: Shock 
  Combat 
  5 
   
  Willpower 
  0 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  3 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  2 
   
  Perception 
  3 
  Agility 
  1 
  Fortitude 
  4 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  4 
   
  Discipline 
  2 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  2 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapon (when available) 
  2x Hikkun Shell (Rank 2 Monster Part) 
   
  Huge Hikkun 
  Huge Hikkun 
  Rank 2 Natural Warrior BOSS 
  HP: 200 
  MP: 0 
   
  SP: 120 
  Defense: 16 (Extreme) 
  Concentration: 12 
  Initiative: +1 
  Evasion:   8 
  Size: Huge 
  Vitality:  16 
  Movement: 4 (Walking) 
  Strike 
  Damage: 12 
  To-Hit Check: +8 
  Range: Melee 
  Serpent’s Fangs 
  8 Stamina 
  Damage: See Effect 
  Range: Melee 
  Make two separate Basic Attacks of your choice against a single 
  foe, each using a different hand’s weapon. If both attacks hit, your 
  second hit deals additional damage equal to either your Combat or 
  Willpower (whichever the second Basic Attack you made utilizes). 
  Shield Bash 
  (Reaction) 
  4 Stamina 
  Damage: 12 
  Range: Melee 
  When you successfully Deflect an attack with your shield, you may 
  activate this Technique to make a follow-up Strike Basic Attack with 
  the Shield you used. 
  Spin Attack 
  8 Stamina 
  Damage: 12 
  Range: Burst 1 
   
  Default Weapon: Hikkun Shell (x2) 
  (Rank 2 Metal Shield) 
  Accuracy: 4 
  Attack: 7 
  Durability: 8 
  Hikkun Handles (Weak Point) 
  The Hikkun’s armored shield-shell has convenient handles. It has a 
  -5 vs. Grapples. If Grappled from two sides, those Heroes may pull 
  the Hikkun’s shell aside, allowing a third Hero to strike the Hikkun, 
  ignoring its Defense and striking a Weakness. The Grappling Heroes 
  are then automatically shaken off. 
  Instinctive Intelligence 
  Weakness: Shock 
  Combat 
  5 
   
  Willpower 
  0 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  2 
   
  Perception 
  3 
  Agility 
  1 
  Fortitude 
  6 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  4 
   
  Discipline 
  2 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  2 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons (when available) 
  5x Soldier Steel (Rank 2 Metal) 
  5x Hikkun Shell (Rank 2 Monster Part) 
  Small Fairies, equal to size of party 
   
  Huge Hikkun are simply much larger, and 
  more durable, versions of their smaller, more 
  common counterparts. They’re much more 
  adept with their shield-play, able to strike in 
  retaliation to a wide variety of blows – which 
  makes taking advantage of their inherent 
  weaknesses all the more important. 
   
   
  
   
   
   
  46 
  BestiaryBestiary 
   
  Keaton 
  Keaton are curious fey spirit-creatures, 
  yellow foxes with three black-tipped tails. 
  Able to speak and read with great skill, 
  Keatons are said to grant gifts to those who 
  can answer their riddles. 
   
  Keaton 
  Rank 3 Arcane Protector Miniboss 
  HP: 80 
  MP: 48 
   
  SP: 16 
  Defense: 8 (Light) 
  Concentration: 17 
  Initiative: +8 
  Evasion: 17 
  Size: Medium 
  Vitality:  14 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 15 
  To-Hit Check: +9 
  Range: Melee 
  Fairy Fire 
  1 Magic / sq. (Bind) 
  Damage: - 
  Range: 5 unoccupied 
  squares w/in 8 squares 
  You create a small Fairy Fire, floating just above the ground. These 
  Fairy Fires are Distracting to anyone adjacent to them. If struck, the 
  Fairy Fire Blinds the offender until the end of their next turn, and then 
  dissipates. If walked through, the Fairy Fire sets the offender On Fire, 
  and then dissipates. If struck with Water or Darkness damage, the 
  Fairy Fire dissipates without causing any status effect. If a Fairy Fire 
  dissipates, the Magic Bound in it is then Spent. 
  Impa’s Disguise 
  2 Magic (Bind) 
  Damage: - 
  Range: Self 
  You alter details about your appearance as you see fit, up to and 
  including your race, gender, and worn armor. 
  Keaton’s Quiz 
  4 Magic 
  Damage: - 
  Range: 1 target in 8 sq. 
  Roll To-Hit target’s Concentration; on success, they are Distracted 
  by you until the end of the scene. As a Minor Action, the target may 
  roll (Civilization plus Influence) v. your Concentration; on success, 
  they are no longer Distracted by you. Each time they fail this check, 
  they gain a +1 bonus to their next attempt to solve your riddle, 
  accumulating until they do finally succeed. 
  Moa’s Invisibility 
  12 Magic 
  Damage: - 
  Range: Self 
  You become Invisible until the end of the encounter. Being 
  successfully struck with an attack will end the effect, as will 
  performing an attack. 
  Skirmish Strike 
  4 Stamina 
  Damage: 15 
  Range: Melee 
  Following the attack, you may move 1 square in any direction your 
  movement capabilities allow. You may then push the target 1 square 
  in a direction of your choice. 
  Default Weapon: Keaton Claw 
  (Rank 3 Natural Dagger, Fairy style) 
  Accuracy: 4 
  Attack: 10 
  Durability: 12 
  Quick to Consider (Weak Point) 
  Keatons enjoy a good riddle. As a Standard Action Combat 
  Maneuver, a foe can attempt to ask the Keaton a question or riddle 
  (Civilization plus Influence, v. Concentration); on success, you are 
  Distracted by the questioner. While so Distracted, the next attack 
  against you from someone else will strike the Keaton’s Weak Point, 
  ending its Distraction. 
  Rational Intelligence, Magic Sense, Scent Sense 
  Weakness: Darkness 
  Combat 
  2 
   
  Willpower 
  5 
  Accuracy 
  5 
  Hearts 
  5 
   
  Magic 
  6 
  Stamina 
  2 
  Athletics 
  4 
   
  Arcana 
  7 
  Nature 
  5 
  Civilization 
  7 
   
  Perception 
  7 
  Agility 
  7 
  Fortitude 
  4 
   
  Influence 
  5 
  Command 
  2 
  Intimidate 
  3 
   
  Discipline 
  7 
  Insight 
  6 
  Mechanics 
  0 
   
  Perform 
  6 
  Guile 
  5 
  Smithing 
  5 
   
  Enchanting 
  6 
  Cooking 
  4 
  Drops: 6x Keaton Fur (Rank 3 Cloth) 
   
  Keaton Lore 
  Journeyman (DC 10): Keaton are kind 
  spirits, but rarely seen. The stories say that, 
  if you meet one, you should always speak 
  the truth to it, and answer its questions as 
  best you can. Sometimes, they leave gifts for 
  those they favor. 
   
  Adept (DC 13): Keaton are mystical, 
  perhaps otherworldly fey foxes. They enjoy 
  watching average mortals in their average 
  lives, and find the most trivial of facts 
  fascinating – but when asked why, Keatons 
  just smirk and chuckle. 
   
  Expert (DC 16): Keatons can easily disguise 
  themselves as mortals, though sometimes 
  their guise slips, and their tails hang free. 
  Inscrutable to most, Keatons can tell one 
  another apart by the sheen of their tails. 
   
   
  
   
   
   
  47 
  BestiaryBestiary 
   
  Playing a Keaton 
  Keaton are strange creatures, but nothing 
  says they can’t decide to play Hero for a 
  generation or two. If you wish to play as a 
  Keaton, you might consider using either the 
  Demon or Talking Animal race – or you can 
  use the solution presented here. 
   
  Curious, inquisitive, and ever-watchful, 
  Skillfully playing the only game that matters. 
   
  Average Height: 3’ 6” – 6’ 0” 
  Average Weight: 80 – 150 lbs. 
  Lifespan: Unknown (potentially infinite) 
  Fur colors: Black, Brown (tips), White, Yellow 
  Eye colors: Black 
   
  Play a Keaton if you want… 
  • 
  …To be a subtle, patient gamester. 
  • 
  …To be mysterious, magical, and fey. 
  • 
  …To see and hear what no one else can. 
  • 
  …To control a situation through words 
  and misdirection, rather than violence. 
   
  Weakness: Darkness 
  Bonuses:  
  • 
  You have both Scent-Sense and Magic 
  Sense. However, your other senses are 
  poor – when using Perception on things 
  neither magical nor odiferous, you suffer 
  a -2 penalty to the roll. 
  • 
  You may speak with, and understand, 
  Natural creatures of Limited intelligence 
  (like cats, dogs, and horses). This does 
  not mean they automatically want to 
  speak with you, or that they will tell you 
  the truth.  
  • 
  You gain the Impa’s Disguise spell. 
  • 
  You gain one of the following Spells for 
  free: Fairy Fire, Lens of Truth, Keaton’s 
  Quiz, or Vanish. (Fairy Fire and Keaton’s 
  Quiz may be purchased later, for 3 
  Tokens each.) 
   
  Most Keatons react to the day-to-day lives 
  of normal people just like they react to high 
  adventure and dangerous situations: quiet 
  interest, a smirk, and a desire to learn more. 
   
  Keatons particularly enjoy anything that 
  makes them have to think, or recall facts. 
  They offer riddles, trivia, and quizzes to one 
  another as gentle tests and jabs, and relish a 
  fresh puzzle or mystery. 
   
  It’s rare for Keatons to be angered, but 
  pulling on their tail is a sure way to get on 
  one’s bad side. If you do enrage a Keaton, 
  expect a thorough revenge, served cold. 
  Keatons are not above puckish pranks, and 
  they have the patience, magic, and skills to 
  ruin your day, your reputation, or your life. 
   
   
  
   
   
   
  48 
  BestiaryBestiary 
   
  Keese 
  A common bat-like monster – and reviled 
  world-wide as annoyances – Keese live in 
  the shadows of belfries, forests, and the 
  upper reaches of cavernous rooms.  
   
  Keese are night-hunters, hanging from the 
  ceiling until they sense a creature moving 
  below them. Unable to distinguish a small 
  Critter from a stout Hero, they will attack 
  whatever creature has caught their attention 
  until swatted down, hampering their accuracy 
  against the foes that truly threaten them. 
   
   
  Keese 
  Keese  
  Rank 0 Natural Protector Swarm 
  HP: - 
  MP: 0 
   
  SP: 0 
  Defense: 0 (Unarmored) 
  Concentration: 11 
  Initiative: +3 
  Evasion: 13 
  Size: Tiny 
  Vitality:  11 
  Movement: 4 (Flying) 
  Strike 
  Damage: 1 
  To-Hit Check: +6 
  Range: Melee 
  Distracting (Passive) 
  You automatically Distract foes while adjacent to them. 
  Instinctive Intelligence, Darkvision 
  Combat 
  1 
   
  Willpower 
  0 
  Accuracy 
  6 
  Hearts 
  0 
   
  Magic 
  0 
  Stamina 
  0 
  Athletics 
  1 
   
  Arcana 
  1 
  Nature 
  2 
  Civilization 
  1 
   
  Perception 
  2 
  Agility 
  3 
  Fortitude 
  1 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  1 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: (Hearts) Keese Wing (Rank 0 Monster Part) 
   
  Keese are perhaps the weakest monster in 
  all of Hyrule. Stronger monsters may use 
  them as pets, distractions, or messengers. 
  
   
   
   
  49 
  BestiaryBestiary 
   
  Elemental Keese 
  Elemental Keese 
  Rank 1 Natural Protector Swarm 
  HP: 8 
  MP: 0 
   
  SP: 0 
  Defense: 2 (Civilian) 
  Concentration: 12 
  Initiative: +4 
  Evasion: 14 
  Size: Tiny 
  Vitality:  12 
  Movement: 4 (Flying) 
  Strike 
  Damage: 1 
  To-Hit Check: +6 
  Range: Melee 
  Distracting (Passive) 
  You automatically Distract foes while adjacent to them. 
  Elemental Aura (Passive) 
  If grappled, touched, or attacked with a bare hand, the attacking 
  creature is inflicted with (Element’s Status). If struck with (Weakness 
  Element) damage, the creature’s elemental aura disappears until the 
  end of its next turn, and it may be safely touched. 
  Elemental Threat (Passive) 
  If you hit a foe with a Basic Attack, and they do not use a Reaction 
  against the attack, then that foe is inflicted with (Element’s Status). 
  Instinctive Intelligence, Darkvision 
  Immunity: (Element) damage 
  Weakness: (Weakness Element) 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  6 
  Hearts 
  2 
   
  Magic 
  0 
  Stamina 
  0 
  Athletics 
  1 
   
  Arcana 
  2 
  Nature 
  2 
  Civilization 
  1 
   
  Perception 
  2 
  Agility 
  4 
  Fortitude 
  2 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  2 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Elemental Keese Wing (Rank 1 Monster Part) 
   
  Elemental Keese are infused with the magical 
  energy of the area they inhabit. Though just 
  as deadly as normal Keese (which is to say, 
  not very deadly at all), their Elemental Threat 
  makes them too dangerous to ignore. 
  Keese Lore 
  Effortless (DC 4): Keese are a common 
  threat, even to villagers in their homes. To 
  avoid them, be sure to clean your attic twice 
  a year, and avoid being outdoors at night.
   
  Novice (DC 7): If you have a Keese 
  infestation, a simple way to draw them out is 
  to tie some bait (like a lively Critter or juicy 
  hunk of meat) onto a string, toss the bait 
  into the room the Keese inhabit, and wiggle 
  it with a few swift tugs. When the Keese 
  swoop down to feast, either lead them 
  outside (taking care not to be seen by them 
  as you do so), or strike them down. 
   
  Journeyman (DC 10): Keese seem to have 
  a natural affinity for containing elemental 
  power, as evidenced by the wide array of 
  elementally-typed Keese in the world. 
  Wizards have long used their wings and 
  eyeballs as ingredients in their potions, but a 
  few have experimented with them as a way 
  to generate large amounts of elemental 
  energy… by breeding vast colonies of Keese, 
  and keeping them contained and ravenous. 
  Keese and Elements 
  Keese’s weaknesses and abilities depend on the element they’ve taken on. Use this table to 
  determine what effects a Keese of a given element might have. 
  Element 
  Gemstone Status 
  Weakness 
  Terrain 
  Darkness 
  Onyx 
  Blinded 
  Light 
  Mire 
  Earth 
  Emerald 
  Sand-Covered 
  Ice 
  Sand, Deep 
  Fire 
  Ruby 
  On Fire 
  Water 
  Brushfire 
  Ice 
  Sapphire 
  Slowed 
  Fire 
  Ice, Dry 
  Light 
  Diamond 
  Cursed 
  Darkness 
  Tall Grass 
  Shock 
  Topaz 
  Off-Balance 
  Earth 
  Electrified 
  Water 
  Opal 
  Soaked 
  Shock 
  Water, Fresh 
  
   
   
   
  50 
  BestiaryBestiary 
   
  Like Like 
  Like Likes are gooey, ambulatory monsters, 
  who are intent only on one thing: eating 
  things that Heroes find valuable. For some 
  Heroes, this makes Like Likes their most 
  hated foes of all. 
  Like Like 
  Like Like 
  Rank 2 Natural Protector 
  HP: 24 
  MP: 12 
   
  SP: 24 
  Defense: 8 (Medium) 
  Concentration: 16 
  Initiative: +2 
  Evasion: 10 
  Size: Medium 
  Vitality:  16 
  Movement: 4 (Walking) 
  Strike 
  Damage: 10 
  To-Hit Check: +11 
  Range: Melee 
  Default Weapon: Like Like Om Nom 
  (Rank 2 Natural Fist) 
  Accuracy: 5 
  Attack: 8 
  Durability: - 
  Big Squeeze (Passive) 
  You gain a +2 on Athletics rolls to begin or maintain a Grapple. 
  Whenever you successfully roll to maintain (but not begin) a Grapple, 
  you deal 2 damage to your Grappled foe, ignoring Defense. 
  Gear Gourmand (Passive) 
  Whenever you successfully roll to maintain (but not begin) a 
  Grapple, you cause 1 Durability damage to all equipment your target 
  has equipped (in-hand and on-hip). 
  Weak Stomach (Weak Point) 
  Attacks that originate from inside this creature (such as by a 
  Grappled foe) ignore half of its Defense. 
  Instinctive Intelligence 
  Immune: On Fire 
  Combat 
  2 
   
  Willpower 
  2 
  Accuracy 
  6 
  Hearts 
  6 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  2 
  Fortitude 
  6 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  6 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  4 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 1x Random Rank 2 Weapon (at ½ Durability) 
  2x Like Like Lump (Rank 2 Monster Part) 
   
  The classic Like Like slowly sucks up the 
  detritus on the ground. When they sense 
  something wearing delicious equipment, they 
  hungrily follow. They can even consume raw 
  resources that Heroes want to harvest! 
   
  Rupee Likes are more dangerous, and more 
  cunning. They wait just underground, with 
  only a Rupee hanging from a stalk above-
  ground. When someone comes along to try 
  and pick up their Rupee lure, they strike, 
  devouring the foe – and eating their money! 
  Rupee Like 
  Rupee Like 
  Rank 3 Natural Hunter 
  HP: 24 
  MP: 12 
   
  SP: 32 
  Defense: 10 (Medium) 
  Concentration: 18 
  Initiative: +6 
  Evasion: 14 
  Size: Medium 
  Vitality:  18 
  Movement: 4 (Walking) 
  Strike 
  Damage: 16 
  To-Hit Check: +12 
  Range: Melee 
  Vacuum 
  8 Stamina 
  Damage: 14 
  Range: Blast 3 
  Roll To-Hit target’s Vitality; on success, you suck them in, Grappling 
  them all simultaneously. You may release all sucked-in foes at once 
  as a Minor action, shooting them 3 squares in a direction of your 
  choice. 
  Special: This attack cannot be used if you have any creatures 
  currently Grappled. 
  Default Weapon: Rupee Like Om Nom 
  (Rank 3 Natural Fist) 
  Accuracy: 5 
  Attack: 11 
  Durability: - 
  Big Squeeze (Passive) 
  You gain a +2 on Athletics rolls to begin or maintain a Grapple. 
  Whenever you successfully roll to maintain (but not begin) a Grapple, 
  you deal 2 damage to your Grappled foe, ignoring Defense. 
  Rupee Picker (Passive) 
  Whenever you successfully roll to maintain (but not begin) a 
  Grapple, you drain 100 Rupees from each of the grappled foe(s). 
  Natural Shoveler (Passive) 
  This creature is capable of digging as if it had a Shovel, of a Rank 
  equal to its own. 
  Silent Stone (Passive) 
  +5 to Agility for the purposes of Stealth checks while not moving. 
  Weak Stomach (Weak Point) 
  Attacks that originate from inside this creature (such as by a 
  Grappled foe) ignore half of its Defense. 
  Instinctive Intelligence 
  Immune: On Fire 
  Combat 
  5 
   
  Willpower 
  2 
  Accuracy 
  7 
  Hearts 
  8 
   
  Magic 
  0 
  Stamina 
  8 
  Athletics 
  6 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  5 
  Agility 
  6 
  Fortitude 
  8 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  4 
   
  Discipline 
  8 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  8 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Gold Rupee (300 Rupees) 
   
   
  
   
   
   
  51 
  BestiaryBestiary 
   
  Lizalfos 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Primitive lizard-men, Lizalfos are often found 
  in caverns, volcanos, and other hot, dry 
  places. They use metal arms and armor, a 
  natural flame-breath, and their natural agility 
  to protect themselves – and to viciously 
  defend their territory from interlopers.  
   
  They sometimes conduct raids on towns, 
  particularly when there’s useful ore or other 
  materials to be gotten. However, they tend 
  not to attack in colder climes – Lizalfos have 
  no defense against snow and ice. 
   
  Because Lizalfos are agile creatures who can 
  easily jump away from an approaching foe, 
  Heroes may need to use other methods to 
  get in close. Try Slowing, Halting, or 
  knocking a Lizalfos Off-Balance – or use a 
  Hookshot or some other means to bring 
  them to you! 
   
   
   
   
   
   
   
   
   
  Aeralfos 
  Aeralfos fly on leathery wings, swooping 
  down to cut swaths through unsuspecting 
  foes. They carry a shield to defend 
  themselves from errant arrows, but if you can 
  ground them, their underdeveloped legs 
  won’t let them get far. 
   
  Aeralfos 
  Rank 2 Natural Hunter 
  HP: 20 
  MP: 16 
   
  SP: 24 
  Defense: 6 (Light) 
  Concentration: 15 
  Initiative: +6 
  Evasion: 16 
  Size: Medium 
  Vitality:  15 
  Movement: 6 (Flying), 3 (Walking) 
  Strike 
  Damage: 14 
  To-Hit Check: +8 
  Range: Melee 
  Dash Attack 
  8 Stamina 
  Damage: 14 
  Range: Melee 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Flame Breath 
  8 Magic 
  Damage: 12 
  Range: Cone 2 or 
  Projectile 8 
  Roll To-Hit Target’s Vitality; on success, target is On Fire. 
  Lizalfos Leap 
  8 Stamina 
  Damage: - 
  Range: - 
  Use Requirement: A foe moves into a square 
  adjacent to you 
  You immediately move 3 squares away from them, in any direction. 
  This does not consume your Movement. 
  Default Weapon: Lizal Sword 
  (Rank 2 Metal Sword) 
  Accuracy: 3 
  Attack: 9 
  Durability: 9 
  Default Weapon: Lizal Shield 
  (Rank 2 Metal Shield) 
  Accuracy: 4 
  Attack: 7 
  Durability: 8 
  Effortless Dodger (Passive) 
  If this creature has no status ailments and hasn’t used a Reaction 
  since its previous turn, it is Hard to Hit by all non-Melee attacks. 
  Limited Intelligence 
  Weakness: Ice 
  Immunity: Heatwave weather 
  Combat 
  5 
   
  Willpower 
  3 
  Accuracy 
  5 
  Hearts 
  5 
   
  Magic 
  4 
  Stamina 
  6 
  Athletics 
  5 
   
  Arcana 
  2 
  Nature 
  2 
  Civilization 
  2 
   
  Perception 
  4 
  Agility 
  6 
  Fortitude 
  5 
   
  Influence 
  1 
  Command 
  2 
  Intimidate 
  5 
   
  Discipline 
  5 
  Insight 
  1 
  Mechanics 
  2 
   
  Perform 
  0 
  Guile 
  4 
  Smithing 
  5 
   
  Enchanting 
  5 
  Cooking 
  3 
  Drops: Weapons (when available) 
  2x Lizalfos Horn (Rank 2 Monster Part) 
   
   
   
  
   
   
   
  52 
  BestiaryBestiary 
   
  Dinolfos 
  Dinolfos are the burly protectors of Lizalfos 
  forces. They use a heavy metal gauntlet as a 
  shield and a weapon both. In battle, they do 
  a Provoking Dance to focus attention on 
  them, while also deftly dodging attacks. 
   
  Dinolfos 
  Rank 2 Natural Protector 
  HP: 24 
  MP: 8 
   
  SP: 24 
  Defense: 8 (Medium) 
  Concentration: 15 
  Initiative: +5 
  Evasion: 13 
  Size: Medium 
  Vitality:  16 
  Movement: 6 (Walking) 
  Strike 
  Damage: 12 
  To-Hit Check: +9 
  Range: Melee 
  Flame Breath 
  8 Magic 
  Damage: 9 
  Range: Cone 2 or 
  Projectile 8 
  Roll To-Hit Target’s Vitality; on success, target is On Fire. 
  Lizalfos Leap 
  8 Stamina 
  Damage: - 
  Range: - 
  Use Requirement: A foe moves into a square 
  adjacent to you 
  You immediately move 3 squares away from them, in any direction. 
  This does not consume your Movement. 
  Provoking Dance 
  5 Stamina 
  Damage: - 
  Range: Burst 1 
  Roll To-Hit target’s Concentration; on success, they are Distracted 
  by you until the end of their next turn. 
  Default Weapon: Lizal Shield Gauntlet 
  (Rank 2 Metal Shield) 
  Accuracy: 4 
  Attack: 7 
  Durability: 8 
  Effortless Dodger (Passive) 
  If this creature has no status ailments and hasn’t used a Reaction 
  since its previous turn, it is Hard to Hit by all Melee attacks. 
  Limited Intelligence 
  Weakness: Ice 
  Immunity: Heatwave weather 
  Combat 
  5 
   
  Willpower 
  2 
  Accuracy 
  5 
  Hearts 
  6 
   
  Magic 
  2 
  Stamina 
  6 
  Athletics 
  5 
   
  Arcana 
  1 
  Nature 
  2 
  Civilization 
  2 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  6 
   
  Influence 
  1 
  Command 
  2 
  Intimidate 
  5 
   
  Discipline 
  5 
  Insight 
  1 
  Mechanics 
  2 
   
  Perform 
  0 
  Guile 
  3 
  Smithing 
  5 
   
  Enchanting 
  5 
  Cooking 
  3 
  Drops: Weapons (when available) 
  2x Lizalfos Horn (Rank 2 Monster Part) 
   
   
   
   
   
   
   
   
   
  Lizalfos 
  Lizalfos are sprightly warriors, leaping all 
  across the battlefield. It’s hard to approach 
  them in melee, but don’t worry – they’ll 
  eventually approach you. Heroes should wait 
  until they use a Jump Attack, and then strike 
  with a Spell or Technique! 
   
  Lizalfos 
  Rank 2 Natural Warrior 
  HP: 20 
  MP: 0 
   
  SP: 24 
  Defense: 6 (Light) 
  Concentration: 14 
  Initiative: +6 
  Evasion: 16 
  Size: Medium 
  Vitality:  15 
  Movement: 6 (Walking) 
  Strike / Throw 1H 
  Damage: 14 
  To-Hit Check: +9 
  Range: Melee or  
             Projectile 6 
  Helm Splitter 
  8 Stamina 
  Damage: 14 
  Range: Melee 
  Use Requirement: Clear space on other side of 
  target 
  You leap over the target, and land on the other side of them, in a 
  straight line. While overtop the target, you may make a Disarm 
  attempt against the foe; if successful, you knock their Head armor 
  off, depriving them of its benefits. (If the target does not wear armor 
  at all, this instead reduces their Defense by 25%.) 
  Jump Attack 
  6 Stamina 
  Damage: 18 
  Range: Jump 3 
  You jump towards your target in a straight line, landing next to them, 
  even if you have already reached you maximum Movement for the 
  turn. You are Off-Balance until the start of your next turn. This 
  attack cannot be performed if you are Halted or Slowed. 
  Lizalfos Leap 
  8 Stamina 
  Damage: - 
  Range: - 
  Use Requirement: A foe moves into a square 
  adjacent to you 
  You immediately move 3 squares away from them, in any direction. 
  This does not consume your Movement. 
  Default Weapon: Lizal Boomerang 
  (Rank 2 Metal Boomerang) 
  Accuracy: 4 
  Attack: 8 
  Durability: 8 
  Effortless Dodger (Passive) 
  If this creature has no status ailments and hasn’t used a Reaction 
  since its previous turn, it is Hard to Hit by all Melee attacks. 
  Limited Intelligence 
  Weakness: Ice 
  Immunity: Heatwave weather 
  Combat 
  6 
   
  Willpower 
  2 
  Accuracy 
  5 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  4 
   
  Arcana 
  1 
  Nature 
  2 
  Civilization 
  2 
   
  Perception 
  4 
  Agility 
  6 
  Fortitude 
  5 
   
  Influence 
  1 
  Command 
  2 
  Intimidate 
  5 
   
  Discipline 
  4 
  Insight 
  1 
  Mechanics 
  2 
   
  Perform 
  0 
  Guile 
  3 
  Smithing 
  5 
   
  Enchanting 
  5 
  Cooking 
  3 
  Drops: Weapons (when available) 
  2x Lizalfos Horn (Rank 2 Monster Part) 
   
   
  
   
   
   
  53 
  BestiaryBestiary 
   
  Lynel 
  Lynel are powerful, territorial centaur-lion 
  warriors. Intelligent and skilled, a Lynel can 
  be a powerful foe – or rarely, a potent ally. 
   
  Because Lynel are skilled crafters and 
  warriors, any given Lynel’s equipment and 
  skills can easily vary – the Lynel statblock 
  presented here is just one possible example.  
   
  Adept (DC 13): Lynel are dangerous and 
  strong, but also intelligent. When a Lynel 
  spots an interloper, it will often stop to 
  observe them for a time before attacking. 
  This is your chance to escape safely! 
   
  Expert (DC 16): Lynel may be territorial 
  loners, but they are not without heart. There 
  are stories of a small village, protected by a 
  lone Lynel whom they both fear and revere. 
   
  Impressive (DC 19): Lynel have lived in 
  Hyrule since ancient times. Some historians 
  theorize that Lynel might be responsible for 
  creating some of Hyrule’s ancient temples – 
  but no evidence of Lynel working together, 
  even in yore, has ever come to light. 
  Lynel 
  Rank 3 Civilized Warrior MINIBOSS 
  HP: 96 
  MP: 32 
   
  SP: 48 
  Defense: 13 (Heavy) 
  Concentration: 14 
  Initiative: +6 
  Evasion: 12 
  Size: Large 
  Vitality:  16 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 23 
  To-Hit Check: +9 
  Range: Melee 
  Din’s Fire 
  8 Magic 
  Damage: 20 
  Range: Burst 1 
  Roll To-Hit Target’s Concentration; on success, target is On Fire. 
  Flame Breath 
  8 Magic 
  Damage: 20 
  Range: Cone 2 or 
  Projectile 8 
  Roll To-Hit Target’s Vitality; on success, target is On Fire. 
  Inhale 
  4 Stamina (Bind) 
  Damage: - 
  Range: Self 
  Increase the Range of your next Blast or Burst attack by 1; or the 
  Range of your next Cone, Line, or Sweep attack by 2; or the Range 
  of your next Projectile attack by 4. (For example, from Cone 2 to 
  Cone 4). The Stamina Bound in this attack is Burned when you next 
  use a Blast, Burst, Cone, Line, or Sweep attack. 
  Lynel’s Roar 
  16 Stamina 
  Damage: 23 
  Range: Burst 2 
  All targets are pushed to just outside the radius of the attack. 
  Shield Clash 
  2, 4, or 10 Stamina 
  Damage: - 
  Range: Melee, Burst 1, 
  or Burst 2 
  Roll To-Hit target’s Concentration; on success, they are Distracted 
  by you until the end of their next turn. 
  Windup Strike 
  6 Stamina 
  Damage: 23 
  Range: Melee 
  Roll To-Hit target’s Concentration; on success, this attack instead 
  does 30 damage. 
  Default Weapon: Lynel Sword 
  (Rank 3 Metal Sword, Lynel Style) 
  Accuracy: 3 
  Attack: 16 
  Durability: 12 
  Lynel Shield 
  (Rank 3 Metal Shield, Lynel Style) 
  Accuracy: 4 
  Attack: 14 
  Durability: 11 
  Bucking Bronco (Weak Point) 
  This creature can be forcibly mounted once Grappled. When 
  mounted unwillingly, this creature will use its next turn to attempt to 
  buck the offending creature off (Athletics + Agility v. Vitality; on 
  success, target is dismounted and Knocked Prone). An attack by its 
  rider ignores half of this creature’s Defense. (If this creature is Off-
  Balance, Slowed, Halted, or otherwise has its movement impeded, 
  its Vitality is considered 10 for the purposes of resisting a Grapple, 
  and it cannot attempt to buck its rider.) 
  Heavy Handed (Passive) 
  This creature can use two-handed weapons in just a single hand. 
  Should it choose to use both hands for a two-handed weapon, 
  consider its Combat increased by 2 for the purposes of damage. 
  Rational Intelligence 
  Resist: All Elements (Rank 2) 
  Mount 
  Combat 
  7 
   
  Willpower 
  4 
  Accuracy 
  6 
  Hearts 
  6 
   
  Magic 
  4 
  Stamina 
  6 
  Athletics 
  6 
   
  Arcana 
  2 
  Nature 
  5 
  Civilization 
  4 
   
  Perception 
  6 
  Agility 
  6 
  Fortitude 
  6 
   
  Influence 
  2 
  Command 
  4 
  Intimidate 
  6 
   
  Discipline 
  4 
  Insight 
  1 
  Mechanics 
  4 
   
  Perform 
  1 
  Guile 
  1 
  Smithing 
  6 
   
  Enchanting 
  6 
  Cooking 
  6 
  Drops: Weapons (when available) 
  4x Lynel Hoof (Rank 3 Monster Part) 
  1x Lynel Horn (Rank 3 Monster Part) 
   
   
   
   
  
   
   
   
  54 
  BestiaryBestiary 
   
  Magmanos 
  Magmanos are hands made of liquid lava. 
  They can stretch out, hitting foes with their 
  fist or raising platforms in their open hand. 
  When exposed to water, though, they 
  instantly solidify into rock. 
   
  Magmanos 
  Rank 1 Arcane Protector 
  HP: 20 
  MP: 0 
   
  SP: 16 
  Defense: 6 (Medium) 
  Concentration: 15 
  Initiative: +2 
  Evasion: 10 
  Size: Medium 
  Vitality:  14 
  Movement: 2 (Swimming) 
  Strike 
  Damage: 10, Fire 
  To-Hit Check: +7 
  Range: Melee 
  Fastball Special 
  6 Stamina 
  Damage: 5 
  Range: Projectile 8 
  Damage from this attack ignores Defense. Deal equal damage to the 
  thrown creature, also ignoring Defense. The thrown creature lands 
  adjacent to the target. 
  Uppercut 
  4 Stamina 
  Damage: 10, Fire 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, push the target away from 
  you one square. 
  Windup Strike 
  6 Stamina 
  Damage: 10, Fire 
  Range: Melee 
  Roll To-Hit target’s Concentration; on success, this attack instead 
  does 15 damage. 
  Default Weapon: Flaming Fist 
  (Rank 1 Natural Fist, Fire damage) 
  Accuracy: 5 
  Attack: 5 
  Durability: - 
  Big Squeeze (Passive) 
  You gain a +2 on Athletics rolls to begin or maintain a Grapple. 
  Whenever you successfully roll to maintain (but not begin) a Grapple, 
  you deal 2 damage to your Grappled foe, ignoring Defense. 
  Burning Threat (Passive) 
  If you hit a foe with a Basic Attack, and they do not use a Reaction 
  against the attack, then they are set On Fire. 
  Hot to the Touch (Passive) 
  If grappled, touched, or attacked with a bare hand, the attacking 
  creature is lit On Fire. If struck with a melee wooden weapon, the 
  weapon is set Burning. If struck with Ice or Water, the creature cools 
  off until the end of its next turn, and may be safely touched. 
  Stretchy 2 (Passive) 
  This creature can stretch out two squares in any direction, 
  regardless of this creature’s movement methods, occupying up to 
  three squares in a row simultaneously. It originates attacks from its 
  outstretched end. It cannot move while stretched. It can be 
  damaged anywhere along its length. 
  Instinctive Intelligence 
  Weakness: Ice, Water 
  Immunity: Fire damage, On Fire 
  Combat 
  5 
   
  Willpower 
  0 
  Accuracy 
  2 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  5 
  Civilization 
  0 
   
  Perception 
  1 
  Agility 
  2 
  Fortitude 
  3 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  5 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Lava Limb (Rank 1 Monster Part) 
   
   
   
  Magmanos are slow, and incapable of 
  leaving the lava in which they live. However, 
  they can deal significant damage to anyone 
  who gets too close, particularly by grappling 
  foolhardy adventurers, squeezing and baking 
  them all at once.  
  Magmanos Lore 
  Novice (DC 7): Magmanos’ inability to move 
  on land all but guarantees that they’ll be 
  found in caves, foundries, and other places 
  full of flowing lava. 
   
  Journeyman (DC 10): Though dangerous 
  to deal with in melee, there are times it can 
  still be useful to get in close to a Magmanos: 
  When cooled off, they harden to stone for a 
  time, and can serve as useful platforms. 
   
  Adept (DC 13): When crossing large pits of 
  lava via bridge, take a moment to look up at 
  the ceiling. If you see stains on the ceiling, 
  beware – Magmanos might patrol that lava, 
  pushing sections of the bridge up into the 
  ceiling, squashing intruding Heroes. 
   
   
  
   
   
   
  55 
  BestiaryBestiary 
   
  Magtail 
  Centipedes as big as a horse, Magtails live in 
  hot places like volcanoes, slithering about 
  quickly. When provoked, they use their 
  mandibles to grab and slice foes. 
   
  Magtail 
  Rank 1 Natural Warrior 
  HP: 20 
  MP: 0 
   
  SP: 8 
  Defense: 8 (Heavy) 
  Concentration: 12 
  Initiative: +2 
  Evasion:   8 
  Size: Medium 
  Vitality:  14 
  Movement: 4 (Walking) 
  Sweep 
  Damage: 12 
  To-Hit Check: +6 
  Range: Sweep 2 
  Goron Goroll 
  8 Stamina (Bind) 
  Damage: - 
  Range: Self 
  You roll into a tight, round ball. While in this stance, your Movement 
  is halved, and you resist all attacks by 4 steps. In addition, you 
  cannot use any Actions (Standard, Minor, or Reaction) that do not 
  have the Goron race as a Learn or Use Requirement. You may 
  uncurl as a Minor action during your turn, ending this stance. 
  Default Weapon: Obsidian Pincers 
  (Rank 1 Natural Greatsword) 
  Accuracy: 2 
  Attack: 7 
  Durability: - 
  Big Squeeze (Passive) 
  You gain a +2 on Athletics rolls to begin or maintain a Grapple. 
  Whenever you successfully roll to maintain (but not begin) a Grapple, 
  you deal 2 damage to your Grappled foe, ignoring Defense. 
  Magtail’s Big Eye (Weak Point) 
  Magtail has a single large eye, right behind its pincers. The Big Eye is 
  Hard to Hit, unless you are currently Grappled by the Magtail. When 
  struck, Magtail immediately releases its Grappled foe, and on its turn, 
  uses Goron Goroll until killed or its foes have fled. 
  Obdurate Object (Passive) 
  While you are using the Goron Goroll Technique, you gain an 
  additional 5 Defense, and you automatically lose all rolls to resist 
  being Grappled.  
  Instinctive Intelligence 
  Weakness: Water 
  Immunity: Lava, Fire, Heatwave weather 
  Combat 
  5 
   
  Willpower 
  0 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  2 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  1 
   
  Perception 
  2 
  Agility 
  2 
  Fortitude 
  4 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  2 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Magtail Carapace (Rank 1 Monster Part) 
   
  Magtails like to run up to foes and either 
  slice them up, or attempt to grab them, with 
  their pincers. They may then try to drag their 
  grappled prey back down into the lava, or 
  just squeeze them until they pop. 
   
  Once a Magtail uses Goron Goroll, it will not 
  unroll until killed or left alive. In this state, 
  they make useful weights for switches and 
  puzzles. 
   
  Magtail Lore 
  Novice (DC 7): Magtails are rare vermin in 
  volcanic areas, and thankfully so. If you’re 
  lost in a volcano, don’t try to follow a Magtail 
  tunnel – it’s just as likely to lead to a pool of 
  lava as it is to lead you outside. 
   
  Journeyman (DC 10): Magtail are usually a 
  sizeable foe, but not always – if you catch 
  them young, they can be quite small, but no 
  less durable. Goron youths will take a curled-
  up baby Magtail, roll it up, and kick it around 
  for a while in a game of hackeysack. 
   
  Adept (DC 13): Temple-builders and 
  ancient Subrosian engineers sometimes 
  require the use of Magtails as weights in 
  order to solve their puzzles and traps. If it 
  seems like there are Magtails around every 
  corner, see if there’s a spot where a rolled-
  up Magtail could weigh something down or 
  serve as a stepping stone. 
   
   
   
   
  
   
   
   
  56 
  BestiaryBestiary 
   
  Moblin 
  Moblins are large, muscular animal-men, 
  usually based on bulldogs or pigs. They 
  often serve as trusted servants of evil forces, 
  forming a feared, brutish infantry. More 
  brawn than brain, they are easily outwitted – 
  but not so easily outfought. 
  Moblin Rabble 
  Moblin Rabble are the runts of the litter, not 
  yet trusted to perform duties on their own. 
  They attack by surrounding foes and 
  smashing their skulls in with clubs – any 
  tactics more advanced than that are simply 
  beyond them. 
   
   
   
   
   
   
   
   
   
  Moblin Rabble 
  Rank 1 Natural Warrior Swarm 
  HP: - 
  MP: 0 
   
  SP: 12 
  Defense: 0 (Unarmored) 
  Concentration: 10 
  Initiative: +2 
  Evasion: 12 
  Size: Medium 
  Vitality:  15 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 10 
  To-Hit Check: +7 
  Range: Melee 
  Default Weapon: Moblin Club 
  (Rank 1 Wooden Club) 
  Accuracy: 4 
  Attack: 6 
  Durability: 4 
  Big Dumb Brute (Passive) 
  This creature has a +2 to Vitality, and a -2 to Concentration. 
  Limited Intelligence 
  Combat 
  4 
   
  Willpower 
  2 
  Accuracy 
  3 
  Hearts 
  - 
   
  Magic 
  0 
  Stamina 
  3 
  Athletics 
  3 
   
  Arcana 
  1 
  Nature 
  2 
  Civilization 
  2 
   
  Perception 
  2 
  Agility 
  2 
  Fortitude 
  3 
   
  Influence 
  1 
  Command 
  1 
  Intimidate 
  3 
   
  Discipline 
  2 
  Insight 
  1 
  Mechanics 
  2 
   
  Perform 
  1 
  Guile 
  2 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons & Equipment (when available) 
  (Hearts) Moblin Claw (Rank 1 Monster Part) 
   
   
   
   
  
   
   
   
  57 
  BestiaryBestiary 
   
  Moblin Charger 
  Moblin Chargers are the first into a fight, 
  swinging their heavy wooden Bats as they 
  crash through enemies. Without guidance 
  from other enemies, they tend to hone in on 
  whatever foe seems the biggest and 
  strongest, seeking out the best match for 
  their brawn. 
   
  Moblin Charger 
  Rank 2 Natural Warrior 
  HP: 20 
  MP: 0 
   
  SP: 24 
  Defense: 8 (Medium) 
  Concentration: 11 
  Initiative: +3 
  Evasion: 11 
  Size: Large 
  Vitality:  16 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 15 
  To-Hit Check: +7 
  Range: Melee 
  Dash Attack 
  8 Stamina 
  Damage: 15 
  Range: Melee 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Ordon Rush 
  8 Stamina 
  Damage: 9 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, you begin pushing them.  
  You may continue to move, but it must be in a straight line. Your 
  target is pushed in front of you for the duration of this further 
  movement. 
  Windup Strike 
  6 Stamina 
  Damage: 15 
  Range: Melee 
  Roll To-Hit Target’s Concentration; on success, this attack instead 
  does 20 damage. 
  Default Weapon: Big Moblin Bat 
  (Rank 2 Wooden Bat) 
  Accuracy: 3 
  Attack: 10 
  Durability: 7 
  Big Dumb Brute (Passive) 
  This creature has a +2 to Vitality, and a -2 to Concentration. 
  Limited Intelligence 
  Combat 
  5 
   
  Willpower 
  2 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  4 
   
  Arcana 
  1 
  Nature 
  2 
  Civilization 
  2 
   
  Perception 
  2 
  Agility 
  3 
  Fortitude 
  4 
   
  Influence 
  2 
  Command 
  1 
  Intimidate 
  4 
   
  Discipline 
  3 
  Insight 
  2 
  Mechanics 
  2 
   
  Perform 
  1 
  Guile 
  2 
  Smithing 
  1 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons & Equipment (when available) 
  2x Moblin Horn (Rank 2 Monster Part) 
   
   
   
   
   
   
   
  Moblin Firebringer 
  Moblin Firebringers serve as look-outs for 
  bands of Moblins, using their lanterns to 
  patrol or keep watch at night.  
   
  They can throw Oil Flasks to drench foes or 
  areas with oil. They might then use their 
  Lantern to start a Firewall, or to catch their 
  Boomerang on fire (a Minor action), to bring 
  their fire to those oil-soaked foes. 
   
  Moblin Firebringer 
  Rank 2 Natural Blaster 
  HP: 16 
  MP: 0 
   
  SP: 24 
  Defense: 6 (Light) 
  Concentration: 13 
  Initiative: +2 
  Evasion: 12 
  Size: Large 
  Vitality:  15 
  Movement: 6 (Walking), 3 (Swimming) 
  Throw Boomerang 
  Damage: 12 
  To-Hit Check: +9 
  Range: Projectile 8 
  Firewall 
  6 Stamina 
  Damage: - 
  Range: Sweep 4 or 
  Cone 2 
  Use Requirement: A Lantern or other fire source. 
  The affected squares become Brushfire Terrain. Roll To-Hit Target’s 
  Concentration; on success, target is now On Fire. 
  Wide Return 
  6 Stamina 
  Damage: 12 
  Range: Weapon 
  Make a follow-up attack against another foe within (Weapon’s 
  Range) range of your original target. This follow-up attack deals 
  (Weapon + Combat) damage, hits automatically, costs no Stamina, 
  and must use the same weapon used in the original attack. This 
  follow-up attack cannot have the same target as the original attack. 
  Default Weapon: Big Moblin Boomerang 
  (Rank 2 Wooden Boomerang) 
  Ammunition: 3x Oil Flasks 
  Rank 2 Lantern 
  Accuracy: 4 
  Attack: 8 
  Durability: 8 
  Big Dumb Brute (Passive) 
  This creature has a +2 to Vitality, and a -2 to Concentration. 
  Limited Intelligence 
  Combat 
  4 
   
  Willpower 
  2 
  Accuracy 
  5 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  4 
   
  Arcana 
  2 
  Nature 
  3 
  Civilization 
  3 
   
  Perception 
  4 
  Agility 
  2 
  Fortitude 
  3 
   
  Influence 
  2 
  Command 
  2 
  Intimidate 
  4 
   
  Discipline 
  5 
  Insight 
  2 
  Mechanics 
  2 
   
  Perform 
  1 
  Guile 
  2 
  Smithing 
  1 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons & Equipment (when available) 
  2x Moblin Horn (Rank 2 Monster Part) 
   
   
   
  
   
   
   
  58 
  BestiaryBestiary 
   
  Moblin Guard 
  Moblin Guards are bright-eyed, big-bellied 
  lookouts for Moblin bases, patrolling during 
  the day. In a fight, they like to rattle foes with 
  a hearty Shield Clash to get their attention, 
  and then use a Belly Flop to knock them all 
  down in one go. 
   
  Moblin Guard 
  Rank 2 Natural Protector 
  HP: 24 
  MP: 0 
   
  SP: 24 
  Defense: 10 (Heavy) 
  Concentration: 15 
  Initiative: +3 
  Evasion:   9 
  Size: Large 
  Vitality:  17 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 12 
  To-Hit Check: +8 
  Range: Melee 
  Belly Flop 
  10 Stamina 
  Damage: 12 
  Range: Burst 1 
  Roll To-Hit Target’s Vitality; on success, target is knocked Prone 
  and pushed away from you 1 square. Following this attack, you fall 
  Prone. 
  Shield Clash 
  2, 4, or 10 Stamina 
  Damage: - 
  Range: Melee, Burst 1, 
  or Burst 2 
  Roll To-Hit Target’s Concentration; on success, they are Distracted 
  by you until the end of their next turn. 
  Default Weapon: Big Moblin Shortspear 
  (Rank 2 Metal Dagger) 
  Accuracy: 4 
  Attack: 8 
  Durability: 9 
  Big Moblin Shield 
  (Rank 2 Wooden Shield) 
  Accuracy: 4 
  Attack: 7 
  Durability: 8 
  Big Dumb Brute (Passive) 
  This creature has a +2 to Vitality, and a -2 to Concentration. 
  Limited Intelligence 
  Combat 
  4 
   
  Willpower 
  2 
  Accuracy 
  4 
  Hearts 
  6 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  4 
   
  Arcana 
  2 
  Nature 
  3 
  Civilization 
  3 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  5 
   
  Influence 
  2 
  Command 
  2 
  Intimidate 
  4 
   
  Discipline 
  5 
  Insight 
  2 
  Mechanics 
  2 
   
  Perform 
  1 
  Guile 
  2 
  Smithing 
  1 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons & Equipment (when available) 
  2x Moblin Horn (Rank 2 Monster Part) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Moblin Harpooner 
  Moblin Harpooners like to strike quickly in a 
  battle, throwing their Spears at a vulnerable-
  looking foe. Those Spears have a Rope tied 
  to them, allowing them to Drag & Drop the 
  foe right at their feet – which can make them 
  easy prey for any of the Moblin’s allies. 
   
  Moblin Harpooner 
  Rank 2 Natural Hunter 
  HP: 20 
  MP: 0 
   
  SP: 20 
  Defense: 8 (Medium) 
  Concentration: 12 
  Initiative: +5 
  Evasion: 13 
  Size: Large 
  Vitality:  16 
  Movement: 6 (Walking), 3 (Swimming) 
  Stab 
  Damage: 12 
  To-Hit Check: +9 
  Range: Line 2 
  Drag & Drop 
  4 Stamina 
  Damage: - 
  Range: Special 
  Use Requirement: A foe Halted by Pinning Shot 
  on your previous turn 
  You drag the target Halted creature to a square adjacent to you. 
  Roll To-Hit Target’s Vitality; on success, the target is knocked 
  Prone. 
  Pinning Shot 
  4 Stamina 
  Damage: 12 
  Range: Projectile 8 
  Roll To-Hit Target’s Concentration; on success, the target is Halted 
  until the end of their next turn. 
  Default Weapon: Big Moblin Spear 
  (Rank 2 Wooden Spear) 
  Rank 2 Rope 
  Accuracy: 2 
  Attack: 9 
  Durability: 10 
  Big Dumb Brute (Passive) 
  This creature has a +2 to Vitality, and a -2 to Concentration. 
  Limited Intelligence 
  Combat 
  4 
   
  Willpower 
  2 
  Accuracy 
  5 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  4 
   
  Arcana 
  2 
  Nature 
  3 
  Civilization 
  3 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  4 
   
  Influence 
  2 
  Command 
  2 
  Intimidate 
  4 
   
  Discipline 
  4 
  Insight 
  2 
  Mechanics 
  2 
   
  Perform 
  1 
  Guile 
  2 
  Smithing 
  1 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons & Equipment (when available) 
  2x Moblin Horn (Rank 2 Monster Part) 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  59 
  BestiaryBestiary 
   
  Moblin Secret-Keeper 
  Moblin Secret-Keepers serve as shamans 
  and leaders, interpreting the word of 
  whatever evil master a Moblin clan might 
  serve. With their awful, powerful words, they 
  can dishearten foes and imbue their allies 
  with additional strength. 
   
  Moblin Secret-Keeper 
  Rank 2 Natural Rallier 
  HP: 24 
  MP: 20 
   
  SP: 20 
  Defense: 8 (Medium) 
  Concentration: 12 
  Initiative: +3 
  Evasion: 11 
  Size: Large 
  Vitality:  15 
  Movement: 6 (Walking), 3 (Swimming) 
  Use Staff 
  Damage: 12 
  To-Hit Check: +5 
  Range: Projectile 8 
  Disheartening Word 
  4 Magic 
  Damage: - 
  Range: 1 Target in 8 sq. 
  Roll To-Hit Target’s Concentration; on success, target is Cursed 
  and Distracted by you until the end of their next turn. 
  Inspire Strength 
  6 Magic (Bind) 
  Damage: - 
  Range: 1 Target in 8 sq. 
  While this spell is active, grant the target Mighty (Rank 2). (Mighty 
  increases the target’s Combat and Willpower by 1 for each Rank.) 
  Default Weapon: Big Moblin Staff 
  (Rank 2 Wooden Staff) 
  Accuracy: 2 
  Attack: 9 
  Durability: 10 
  Big Dumb Brute (Passive) 
  This creature has a +2 to Vitality, and a -2 to Concentration. 
  Limited Intelligence 
  Combat 
  4 
   
  Willpower 
  3 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  5 
  Stamina 
  5 
  Athletics 
  3 
   
  Arcana 
  2 
  Nature 
  3 
  Civilization 
  4 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  3 
   
  Influence 
  4 
  Command 
  2 
  Intimidate 
  4 
   
  Discipline 
  4 
  Insight 
  5 
  Mechanics 
  2 
   
  Perform 
  2 
  Guile 
  3 
  Smithing 
  4 
   
  Enchanting 
  1 
  Cooking 
  3 
  Drops: Weapons & Equipment (when available) 
  2x Moblin Horn (Rank 2 Monster Part) 
   
   
   
   
   
   
   
   
   
   
   
   
  Moblin Lore 
  Novice (DC 7): Moblins are big, hulking 
  brutes, but easily tricked. Many a tale has 
  been told of clever Heroes tricking Moblins 
  into letting them pass, surrendering to them, 
  or even joining them in their quest. 
   
  Journeyman (DC 10): Some Moblin have 
  the countenance of pigs, others of bulldogs. 
  No one’s quite sure why, or how well these 
  two subspecies get along with one another. 
   
  Adept (DC 13): Not all Moblins are evil – a 
  rare few just want to live in solitude and 
  peace. These Moblins are known to bribe 
  those who stumble into their den, in an 
  attempt to buy their silence. 
   
  Expert (DC 16): Moblins may be dim-witted, 
  but archaeological evidence suggests that 
  they are one of the oldest races in Hyrule, 
  dating back well before the first Calamity. 
  
   
   
   
  60 
  BestiaryBestiary 
   
  Moldorm 
  Moldorm are tough, durable worm-like 
  creatures that patrol caves and dungeons, 
  winding a wiggly path and bouncing from foe 
  to wall and back again. They crawl on a 
  multitude of tiny feelers, allowing them 
  perfect traction – and their hide is 
  exceptionally durable. 
  Moldorm 
  Moldorm 
  Rank 2 Natural Protector 
  HP: 20 
  MP: 0 
   
  SP: 20 
  Defense: 6 (Light) 
  Concentration: 13 
  Initiative: +4 
  Evasion: 12 
  Size: Medium 
  Vitality:  15 
  Movement: 6 (Walking) 
  Strike 
  Damage: 10 
  To-Hit Check: +8 
  Range: Melee 
  Body Check 
  (Reaction) 
  4 Stamina 
  Damage: 2 
  Range: Melee 
  Use Requirement: A foe leaves a square you are 
  adjacent to. 
  You enter the square the foe left. Roll To-Hit Target’s Vitality; on 
  success, target is Pushed 1 square in a direction of your choice and 
  Knocked Prone. 
  Uppercut 
  4 Stamina 
  Damage: 10 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, push the target away from 
  you one square. 
  Default Weapon: Moldorm Tail 
  (Rank 2 Natural Fist) 
  Accuracy: 5 
  Attack: 8 
  Durability: - 
  Bouncy Hide (Passive) 
  When this creature is struck with a melee attack, the attacker is 
  pushed back 1 square after the attack. 
  Instinctive Intelligence 
  Immune: Forced Movement, Slick Terrain 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  0 
   
  Perception 
  4 
  Agility 
  4 
  Fortitude 
  5 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  3 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Moldorm Malleus (Rank 2 Monster Part) 
   
  Moldorm like to rove in areas with pits, 
  spikes, or other tricky traps. They will run 
  into foes headlong, and try to bounce them 
  into dangerous terrain. 
   
  Big Moldorm 
  Big Moldorm 
  Rank 2 Natural Protector BOSS 
  HP: 200 
  MP: 0 
   
  SP: 100 
  Defense: 10 (Heavy) 
  Concentration: 14 
  Initiative: +5 
  Evasion: 13 
  Size: Huge 
  Vitality:  16 
  Movement: 6 (Walking) 
  Strike 
  Damage: 10 
  To-Hit Check: +8 
  Range: Melee 
  Body Check 
  (Reaction) 
  4 Stamina 
  Damage: 2 
  Range: Melee 
  Use Requirement: A foe leaves a square you are 
  adjacent to. 
  You enter the square the foe left. Roll To-Hit target’s Vitality; on 
  success, target is Pushed 1 square in a direction of your choice and 
  Knocked Prone. 
  Uppercut 
  4 Stamina 
  Damage: 10 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, push the target away from 
  you one square. 
  Default Weapon: Moldorm Tail 
  (Rank 2 Natural Fist) 
  Accuracy: 5 
  Attack: 8 
  Durability: - 
  Bouncy Hide (Passive) 
  When this creature is struck with a melee attack, the attacker is 
  pushed back 1 square after the attack. 
  Pained Speed (Enrage) 
  While the Big Moldorm’s Soft Tail is retracted, it gains +2 Movement 
  and +4 Combat. 
  Soft Tail (Weak Point) 
  The tip of this creature’s tail is its Weak Point. This Weak Point can 
  only be struck from behind the Big Moldorm, and is Hard to Hit. 
  Once struck, the Weak Point retracts into the Moldorm for one full 
  round, and the Big Moldorm is Enraged. After this time, the Soft Tail 
  reappears and the Moldorm is no longer Enraged. 
  Instinctive Intelligence 
  Immune: Forced Movement, Slick Terrain 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  0 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  6 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  4 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 11x Moldorm Malleus (Rank 2 Monster Part) 
  Small Fairies, equal to size of party 
   
  The Big Moldorm is, as one might surmise, a 
  very large version of the standard Moldorm. 
  Its tail is huge, bulbous, and incredibly 
  sensitive to stimuli – sometimes, painfully so. 
  When struck, it flies into a rage, slamming 
  into foes with increased vigor. 
   
   
   
  
   
   
   
  61 
  BestiaryBestiary 
   
  Molduga 
  These giant, deadly sand-whales are one of 
  the most dangerous things to inhabit the 
  Gerudo Desert. They trawl the open spaces 
  of the desert, listening to the sands above 
  for anything that might prove to be edible. 
   
   
   
  When a Molduga senses a foe it can 
  consume, it tries to rush it down, knocking it 
  Prone with its immense size and weight. 
  However, that is also the creature’s 
  weakness – if knocked over, its underbelly is 
  soft and easily cut through. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Molduga 
  Rank 3 Natural Warrior BOSS 
  HP: 320 
  MP: 0 
   
  SP: 160 
  Defense: 34 (Impervious) 
  Concentration: 16 
  Initiative: +5 
  Evasion:   0 
  Size: Colossal 
  Vitality:  18 
  Movement: 6 (Swimming (Sand)) 
  Sweep 
  Damage: 23 
  To-Hit Check: +7 
  Range: Sweep 2 
  Belly Flop 
  10 Stamina 
  Damage: 23 
  Range: Burst 1 
  Roll To-Hit Target’s Vitality; on success, target is knocked Prone 
  and pushed away from you 1 square. Following this attack, you fall 
  Prone. 
  Body Check 
  (Reaction) 
  4 Stamina 
  Damage: 2 
  Range: Melee 
  Use Requirement: A foe leaves a square you are 
  adjacent to. 
  You enter the square the foe left. Roll To-Hit Target’s Vitality; on 
  success, target is Pushed 1 square in a direction of your choice and 
  Knocked Prone. 
  Dash Attack 
  8 Stamina 
  Damage: - 
  Range: See Effect 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Inhale 
  4 Stamina (Bind) 
  Damage: - 
  Range: Self 
  Increase the Range of your next Blast or Burst attack by 1; or the 
  Range of your next Cone, Line, or Sweep attack by 2; or the Range 
  of your next Projectile attack by 4. (For example, from Cone 2 to 
  Cone 4). The Stamina Bound in this attack is Burned when you next 
  use a Blast, Burst, Cone, Line, or Sweep attack. 
  Default Weapon: Molduga Jaw 
  (Rank 3 Natural Greatsword, Talking Animal style) 
  Accuracy: 1 
  Attack: 15 
  Durability: - 
  Bouncy Hide (Passive) 
  When this creature is struck with a melee attack, the attacker is 
  pushed back 1 square after the attack. 
  Natural Shoveler (Passive) 
  This creature is capable of digging as if it had a Shovel, of a Rank 
  equal to its own. 
  Soft-Bellied (Passive) 
  Attacks against this creature from below, or while it is Prone, ignore 
  half of this creature’s Defense. 
  Terrorized by Tremors (Weak Point) 
  While underground, this creature is sensitive to tremors. It can feel 
  when people are walking on the surface above it. In addition, if a 
  particularly powerful tremor occurs (such as a Bomb explosion or a 
  Goron Ground Pound), this creature is forced up to the surface, 
  Cursed until the end of its next turn, and Knocked Prone. 
  Instinctive Intelligence, Scent Sense 
  Immune: Sand Terrain 
  Combat 
  8 
   
  Willpower 
  0 
  Accuracy 
  6 
  Hearts 
  8 
   
  Magic 
  0 
  Stamina 
  8 
  Athletics 
  8 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  2 
   
  Perception 
  6 
  Agility 
  5 
  Fortitude 
  8 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  8 
   
  Discipline 
  6 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  2 
  Guile 
  2 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 4x Molduga Fin (Rank 3 Monster Part) 
  6x Molduga Guts (Rank 3 Monster Part) 
  Small Fairies, equal to size of party 
   
   
   
  
   
   
   
  62 
  BestiaryBestiary 
   
  Mothula 
  Mothula is a giant insect, dangerous and 
  beautiful in equal measure. They rule the 
  dark, forgotten places in forests and caverns. 
  Though not actually all that deadly on their 
  own, Mothula rely on an assortment of insect 
  minions and metallic traps in their lair to deal 
  with intruders and would-be bug-swatters. 
   
  Mothula 
  Rank 3 Natural Blaster BOSS 
  HP: 200 
  MP: 100 
   
  SP: 40 
  Defense: 8 (Light) 
  Concentration: 15 
  Initiative: +6 
  Evasion: 14 
  Size: Huge 
  Vitality:  15 
  Movement: 6 (Flying), 3 (Walking) 
  Use Rod 
  Damage: 16 
  To-Hit Check: +9 
  Range: Projectile 4 
  Magnesis 
  4 Magic 
  Damage: - 
  Range: 1 obj. in 8 sq. 
  You may move a single metallic object in any direction or maneuver 
  you like: up, down, side to side, towards or away from you. The 
  object must stay within the range of the spell, or it immediately falls 
  to the ground. The object can only move up to 6 squares in one 
  casting (one round). 
  Mirror Image 
  8 Magic (Bound) 
  Damage: - 
  Range: 2 sq. in 8 sq. 
  You create two mirror images of yourself in the target squares. 
  Select one of the three of you; this is the real you, and the other 
  two are mirror images. On your turn, your Actions are shared 
  between the real you and the mirror images, and you may not use 
  Spells and Techniques. If a mirror image is damaged, it disappears, 
  Burning half of the Bound magic. Determining which images are fake 
  is a Perception check, with a DC equal to your Concentration. You 
  may only have one set of Mirror Images active at a time. 
  Summon Insects 
  4 Stamina 
  Damage: - 
  Range: Projectile 8 
  You create Insects in the targeted square, or add 4 HP to an Insect 
  swarm. Insects created this way do not provide drops when defeated. 
  Wave Beam 
  10 Magic 
  Damage: 18 
  Range: Cone 3 
   
  Default Weapon: Mothula Antenna 
  (Rank 3 Natural Rod) 
  Accuracy: 4 
  Attack: 11 
  Durability: - 
  Bullseye (Weak Point) 
  This creature’s single large eye is its Weak Point. It is Extremely 
  Hard to Hit from the ground while it is standing upright, or Hard to 
  Hit if the creature is Knocked Prone or attacked from a high 
  elevation. Striking the eye causes it to close, Blinding the creature 
  (and rendering the eye impossible to hit) until the opens it again at 
  the start of its next turn. 
  Limited Intelligence 
  Weakness: Fire 
  Mount 
  Combat 
  4 
   
  Willpower 
  5 
  Accuracy 
  5 
  Hearts 
  5 
   
  Magic 
  5 
  Stamina 
  2 
  Athletics 
  4 
   
  Arcana 
  5 
  Nature 
  5 
  Civilization 
  3 
   
  Perception 
  5 
  Agility 
  6 
  Fortitude 
  5 
   
  Influence 
  4 
  Command 
  4 
  Intimidate 
  3 
   
  Discipline 
  5 
  Insight 
  4 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  5 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 11x Mothula Scales (Rank 3 Monster Part) 
   
  Mothulette 
  The young form of Mothula, these man-sized 
  moths swarm in the darkness of forests and 
  caverns, circling any light or heat they find. 
   
  Mothulette 
  Rank 2 Natural Blaster 
  HP: 16 
  MP: 16 
   
  SP: 4 
  Defense: 6 (Light) 
  Concentration: 14 
  Initiative: +5 
  Evasion: 13 
  Size: Medium 
  Vitality:  14 
  Movement: 6 (Flying), 3 (Walking) 
  Use Rod 
  Damage: 12 
  To-Hit Check: +9 
  Range: Projectile 4 
  Magnesis 
  4 Magic 
  Damage: - 
  Range: 1 obj. in 8 sq. 
  You may move a single metallic object in any direction or maneuver 
  you like: up, down, side to side, towards or away from you. The 
  object must stay within the range of the spell, or it immediately falls 
  to the ground. The object can only move up to 6 squares in one 
  casting (one round). 
  Wave Beam 
  10 Magic 
  Damage: 14 
  Range: Cone 3 
   
  Default Weapon: Mothulette Antennae 
  (Rank 2 Natural Rod) 
  Accuracy: 4 
  Attack: 8 
  Durability: - 
  Bullseye (Weak Point) 
  This creature’s single large eye is its Weak Point. It is Extremely 
  Hard to Hit from the ground while it is standing upright, or Hard to 
  Hit if the creature is Knocked Prone or attacked from a high 
  elevation. Striking the eye causes it to close, Blinding the creature 
  (and rendering the eye impossible to hit) until the opens it again at 
  the start of its next turn. 
  Limited Intelligence 
  Weakness: Fire 
  Mount 
  Combat 
  3 
   
  Willpower 
  4 
  Accuracy 
  4 
  Hearts 
  4 
   
  Magic 
  4 
  Stamina 
  1 
  Athletics 
  3 
   
  Arcana 
  4 
  Nature 
  4 
  Civilization 
  2 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  4 
   
  Influence 
  3 
  Command 
  3 
  Intimidate 
  2 
   
  Discipline 
  4 
  Insight 
  3 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  4 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Mothulette Scales (Rank 2 Monster Part) 
   
   
  
   
   
   
  63 
  BestiaryBestiary 
   
  Nox 
  Nox are cycloptic giants, easily recognizable 
  from their highly developed musculature and 
  the single, huge eyeball that dominates their 
  faces. They live in the woods, hills, and 
  lonely places of the world, valuing solitude 
  for their long, sun-drenched naps. 
   
  Hinox are the biggest, and most famous, 
  type of Nox – each a giant to rival some 
  mountains. Bombnox are less famous, and 
  while they’re also not quite as big or strong, 
  they can be just as dangerous in a group.  
   
   
   
   
   
   
  Nox Lore 
  Adept (DC 13): The incredible strength of 
  the Nox is well-known, and well-feared. 
  Hyrule Castle once had to weather a siege 
  from Nox forces, and though the Nox lost 
  that fight, it took a dozen years to rebuild the 
  castle walls after the damage the Nox did. 
   
  Expert (DC 16): While nobody has ever 
  seen how Bombnox create their bombs, 
  theories abound. Some say they secretly 
  mine the mineral-rich hills they live on; 
  others believe they have perfected the 
  Create Ammunition spell in some way. 
   
  Impressive (DC 19): Gorons tell of Heroes 
  testing their strength by attempting to wrestle 
  a Hinox. They say that a certain valley was 
  created when one particularly strong Hero 
  managed to suplex a Hinox into submission. 
  
   
   
   
  64 
  BestiaryBestiary 
   
  Bombnox 
   
   
   
   
   
   
   
   
   
   
   
  Bombnox are distant, (relatively) diminutive 
  relatives of the Hinox. They make up for their 
  smaller size with a knowledge of explosives, 
  and a willingness to use them. 
   
  Bombnox 
  Rank 3 Natural Blaster HEAVY 
  HP: 48 
  MP: 0 
   
  SP: 48 
  Defense: 13 (Heavy) 
  Concentration: 16 
  Initiative: +6 
  Evasion: 12 
  Size: Huge 
  Vitality:  16 
  Movement: 5 (Walking) 
  Strike 
  Damage: 18 
  To-Hit Check: +12 
  Range: Melee 
  Fastball Special 
  6 Stamina 
  Damage: 5 
  Range: Projectile 8 
  Damage from this attack ignores Defense. Deal equal damage to the 
  thrown creature, also ignoring Defense. The thrown creature lands 
  adjacent to the target. 
  Slam the Ground 
  8 Stamina 
  Damage: 18 
  Range: Cone 3 
  Roll To-Hit target’s Vitality; on success, the target is Knocked 
  Prone. 
  Windup Strike 
  6 Stamina 
  Damage: 18, Fire 
  Range: Melee 
  Roll To-Hit target’s Concentration; on success, this attack instead 
  does 25 damage. 
  Default Weapon: Hinox Hand 
  (Rank 3 Natural Fist) 
  Ammunition: 3x Super Bomb 
  Accuracy: 5 
  Attack: 11 
  Durability: - 
  Bullseye (Weak Point) 
  This creature’s single large eye is its Weak Point. It is Extremely 
  Hard to Hit from the ground while it is standing upright, or Hard to 
  Hit if the creature is Knocked Prone or attacked from a high 
  elevation. Striking the eye causes it to close, Blinding the creature 
  (and rendering the eye impossible to hit) until the opens it again at 
  the start of its next turn. 
  Limited Intelligence 
  Combat 
  7 
   
  Willpower 
  0 
  Accuracy 
  7 
  Hearts 
  6 
   
  Magic 
  0 
  Stamina 
  8 
  Athletics 
  8 
   
  Arcana 
  0 
  Nature 
  4 
  Civilization 
  3 
   
  Perception 
  8 
  Agility 
  6 
  Fortitude 
  6 
   
  Influence 
  2 
  Command 
  1 
  Intimidate 
  6 
   
  Discipline 
  6 
  Insight 
  2 
  Mechanics 
  6 
   
  Perform 
  0 
  Guile 
  2 
  Smithing 
  6 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Ammunition (when available) 
  5x Hinox Tooth (Rank 3 Monster Part) 
  Hinox 
  Hinox are one of the largest monsters to 
  make their home in Hyrule, a muscular 
  cyclops the size of a church-spire. When 
  angered, they tear trees and boulders from 
  the ground to use as weapons. They collect 
  items from past adventurers they’ve stomped 
  (and anything shiny or valuable they find), 
  and wear them as baubles on a necklace. 
   
  Hinox 
  Rank 3 Natural Warrior BOSS 
  HP: 240 
  MP: 0 
   
  SP: 160 
  Defense: 20 (Extreme) 
  Concentration: 14 
  Initiative: +6 
  Evasion: 10 
  Size: Gigantic 
  Vitality:  18 
  Movement: 4 (Walking) 
  Sweep 
  Damage: 23 
  To-Hit Check: +9 
  Range: Sweep 2 
  Boulder Bombard 
  4 Stamina 
  Damage: 23, Earth 
  Range: Blast 2 within 8 
  The affected area is now Deep Sand  
  Fastball Special 
  6 Stamina 
  Damage: 5 
  Range: Projectile 8 
  Damage from this attack ignores Defense. Deal equal damage to the 
  thrown creature, also ignoring Defense. The thrown creature lands 
  adjacent to the target. 
  Stomp 
  10 Stamina 
  Damage: 23 
  Range: Blast 2 
  Roll To-Hit Target’s Vitality; on success, the target is Knocked 
  Prone. 
  Windup Strike 
  6 Stamina 
  Damage: 23, Fire 
  Range: Melee 
  Roll To-Hit target’s Concentration; on success, this attack instead 
  does 33 damage. 
  Default Weapon: Uprooted Tree 
  (Rank 3 Wooden Bat) 
  Accuracy: 3 
  Attack: 13 
  Durability: 10 
  Bullseye (Weak Point) 
  This creature’s single large eye is its Weak Point. It is Extremely 
  Hard to Hit from the ground while it is standing upright, or Hard to 
  Hit if the creature is Knocked Prone or attacked from a high 
  elevation. Striking the eye causes it to close, Blinding the creature 
  (and rendering the eye impossible to hit) until the opens it again at 
  the start of its next turn. 
  Limited Intelligence 
  Combat 10 
   
  Willpower 
  0 
  Accuracy 
  6 
  Hearts 
  6 
   
  Magic 
  0 
  Stamina 
  8 
  Athletics 10 
   
  Arcana 
  0 
  Nature 
  4 
  Civilization 
  1 
   
  Perception 
  6 
  Agility 
  6 
  Fortitude 
  8 
   
  Influence 
  2 
  Command 
  1 
  Intimidate 
  8 
   
  Discipline 
  4 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  2 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Gasha Tree (Rank 3 Wood Resource Node) 
  1x Random Rank 3 Weapon (enchanted) 
  5x Hinox Toenail (Rank 3 Monster Part) 
  Small Fairies, equal to size of party 
   
   
   
  
   
   
   
  65 
  BestiaryBestiary 
   
  Octorok 
  Octorok are monstrous octopi, renowned for 
  their ability to shoot rocks from their snouts. 
  Whether on the beach, out at sea, or hiding 
  in the woods, the unique sound of an 
  Octorok’s shot heralds a hail of pain. 
  Octorok, Young 
  Young Octorok haven’t quite got the hang of 
  their snoots yet, and aren’t capable of some 
  of the trickier shots that their adult 
  counterparts can pull off. When faced with 
  foes, they scurry into the fray and fire with 
  wild abandon in every direction.  
   
   
   
   
   
   
   
  Octorok, Young 
  Rank 0 Natural Blaster Swarm 
  HP: - 
  MP: 0 
   
  SP: 12 
  Defense: 0 (Unarmored) 
  Concentration: 11 
  Initiative: +3 
  Evasion: 13 
  Size: Tiny 
  Vitality:  12 
  Movement: 6 (Walking, Swimming) 
  Shoot 
  Damage: 4 
  To-Hit Check: +6 
  Range: Projectile 8 
  Cardinal Shot 
  6 Stamina 
  Damage: 4 
  Range: Projectile 8, x4 
  Make a Ranged Basic Attack directly north, east, south, and west. 
  Default Weapon: Young Octorok Snoot 
  (Rank 0 Natural Bow) 
  Accuracy: 3 
  Attack: 3 
  Durability: - 
  Easily Exhausted (Passive) 
  When this creature no longer has enough Stamina to use any 
  Techniques it knows, its Movement is halved, and its Evasion is 
  reduced to 10. 
  Instinctive Intelligence 
  Combat 
  1 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  - 
   
  Magic 
  0 
  Stamina 
  3 
  Athletics 
  2 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  3 
  Fortitude 
  2 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  1 
   
  Discipline 
  1 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: (Hearts) Octo-Goop (Rank 0 Monster Part) 
   
   
   
  
   
   
   
  66 
  BestiaryBestiary 
   
  Octorok 
   
  Octorok 
  Rank 1 Natural Hunter 
  HP: 8 
  MP: 0 
   
  SP: 12 
  Defense: 4 (Light) 
  Concentration: 12 
  Initiative: +5 
  Evasion: 15 
  Size: Small 
  Vitality:  13 
  Movement: 8 (Walking, Swimming) 
  Shoot 
  Damage: 8 
  To-Hit Check: +6 
  Range: Projectile 8 
  Arc Shot 
  4 Stamina 
  Damage: 8 
  Range: Projectile 12 
  You may ignore allies, enemies, and any obstacles that do not reach 
  higher than 6 squares above you, for determining line of sight for 
  this attack. 
  Special: This attack’s Range is Ranged Projectile 16 if the target is 
  below your elevation. 
  Deflecting Shot 
  (Reaction) 
  6 Stamina 
  Damage: None 
  Range: Self 
  Use Requirement: Target of a Ranged Basic 
  Attack, Spell, or Technique 
  Roll To-Hit target’s Concentration; on success, you shoot the attack 
  out of the air, and suffer no damage nor any ill effects from the 
  attack. 
  Default Weapon: Octorok Snoot 
  (Rank 1 Natural Bow) 
  Accuracy: 3 
  Attack: 6 
  Durability: - 
  Easily Exhausted (Passive) 
  When this creature no longer has enough Stamina to use any 
  Techniques it knows, its Movement is halved, and its Evasion is 
  reduced to 10. 
  Instinctive Intelligence 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  2 
   
  Magic 
  0 
  Stamina 
  3 
  Athletics 
  3 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  5 
  Fortitude 
  3 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  1 
   
  Discipline 
  2 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Octo-Leather (Rank 1 Monster Part) 
   
  Octorok are quick, agile snipers. They dart to 
  and fro, firing rocks from their snoots at prey 
  or passers-by. Though skilled with their 
  natural weapon, and capable of firing long 
  distances, they can easily be exhausted. If 
  one can chase an Octorok down on foot for 
  long enough without being pulverized by 
  their rocks, they will be easy prey. 
   
   
   
  Rocktorok 
  Rocktorok 
  Rank 1 Natural Blaster 
  HP: 8 
  MP: 0 
   
  SP: 20 
  Defense: 6 (Medium) 
  Concentration: 11 
  Initiative: +5 
  Evasion: 13 
  Size: Small 
  Vitality:  14 
  Movement: 6 (Walking) 
  Shoot 
  Damage: 8 
  To-Hit Check: +6 
  Range: Projectile 8 
  Bombard 
  10 Stamina 
  Damage: 8, Earth 
  Range: 3 targets in 8 sq. 
  Deflecting Shot 
  (Reaction) 
  6 Stamina 
  Damage: None 
  Range: Self 
  Use Requirement: Target of a Ranged Basic 
  Attack, Spell, or Technique 
  Roll To-Hit target’s Concentration; on success, you shoot the attack 
  out of the air, and suffer no damage nor any ill effects from the 
  attack. 
  Vacuum 
  8 Stamina 
  Damage: 8 
  Range: Blast 3 
  Roll To-Hit target’s Vitality; on success, you suck them in, Grappling 
  them all simultaneously. You may release all sucked-in foes at once 
  as a Minor action, shooting them 3 squares in a direction of your 
  choice. 
  Special: This attack cannot be used if you have any creatures 
  currently Grappled. 
  Default Weapon: Octorok Snoot 
  (Rank 1 Natural Bow) 
  Accuracy: 3 
  Attack: 6 
  Durability: - 
  Easily Exhausted (Passive) 
  When this creature no longer has enough Stamina to use any 
  Techniques it knows, its Movement is halved, and its Evasion is 
  reduced to 10. 
  Natural Shoveler (Passive) 
  This creature is capable of digging as if it had a Shovel, of a Rank 
  equal to its own. 
  Silent Stone (Passive) 
  +5 to Agility for the purposes of Stealth checks while not moving. 
  Instinctive Intelligence 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  2 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  3 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  5 
  Fortitude 
  4 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  1 
   
  Discipline 
  1 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Octo-Leather (Rank 1 Monster Part) 
   
  Rocktorok wear a stone atop their heads, 
  and burrow into the ground to hide. Rather 
  than striking from stealth, though, they prefer 
  to pop up and suck in opponents. They then 
  spit them out – sometimes, over cliffs, or just 
  to slam them into a wall. They can also fire 
  multiple stones in a single Bombardment with 
  uncanny aim, raining rock from above. 
   
   
  
   
   
   
  67 
  BestiaryBestiary 
   
  Treasure Octorok 
  Treasure Octorok 
  Rank 2 Natural Hunter Heavy 
  HP: 40 
  MP: 12 
   
  SP: 30 
  Defense: 10 (Heavy) 
  Concentration: 13 
  Initiative: +5 
  Evasion: 11 
  Size: Small 
  Vitality:  15 
  Movement: 8 (Walking, Swimming) 
  Shoot 
  Damage: 12 
  To-Hit Check: +7 
  Range: Projectile 8 
  Arc Shot 
  4 Stamina 
  Damage: 12 
  Range: Projectile 12 
  You may ignore allies, enemies, and any obstacles that do not reach 
  higher than 6 squares above you, for determining line of sight for 
  this attack. 
  Special: This attack’s Range is Ranged Projectile 16 if the target is 
  below your elevation. 
  Deflecting Shot 
  (Reaction) 
  6 Stamina 
  Damage: None 
  Range: Self 
  Use Requirement: Target of a Ranged Basic 
  Attack, Spell, or Technique 
  Roll To-Hit target’s Concentration; on success, you shoot the attack 
  out of the air, and suffer no damage nor any ill effects from the 
  attack. 
  Vanish 
  8 Magic 
  Damage: None 
  Range: Burst 1 / Blast 3 
  Roll To-Hit target’s Concentration; on success, target is Blinded 
  until the end of their next turn. You may enter stealth as part of this 
  attack; if you do, all foes caught in the burst do not see your 
  movement for the remainder of your turn, regardless of whether or 
  not they were Blinded (but may still perform Reactions in response 
  to your attacks). 
  Default Weapon: Treasure Octorok Snoot 
  (Rank 2 Natural Bow) 
  Accuracy: 3 
  Attack: 9 
  Durability: - 
  Easily Exhausted (Passive) 
  When this creature no longer has enough Stamina to use any 
  Techniques it knows, its Movement is halved, and its Evasion is 
  reduced to 10. 
  Natural Shoveler (Passive) 
  This creature is capable of digging as if it had a Shovel, of a Rank 
  equal to its own. 
  Silent Stone (Passive) 
  +5 to Agility for the purposes of Stealth checks while not moving. 
  Limited Intelligence 
  Combat 
  3 
   
  Willpower 
  1 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  2 
  Stamina 
  5 
  Athletics 
  5 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  4 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  5 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  1 
   
  Discipline 
  3 
  Insight 
  2 
  Mechanics 
  4 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 500 Rupees OR equivalent treasure / gear 
  2x Gilt Octo-Leather (Rank 2 Monster Part) 
  1x Soldier Steel (Rank 2 Metal) 
   
  Treasure Octorok are odd octopi – they have 
  large Treasure Chests attached to the top of 
  their heads. They burrow into the ground to 
  show only their Treasure Chest, and wait for 
  adventurers to swoop in to investigate – 
  before either attacking, or fleeing. Killing one 
  is difficult, but the loot accumulated in their 
  false chests makes the endeavor worthwhile. 
   
   
  
   
   
   
  68 
  BestiaryBestiary 
   
  Pappetto 
  Pappetto are animated puppets, called to life 
  by strange magic. They dance and cavort in 
  a way that seems joyful, but their unending 
  smiles seem more sinister when they near… 
  Pappetto Lore 
  Journeyman (DC 10): Pappetto can be 
  heard before they’re seen, their joints 
  jangling like wooden windchimes. Beware the 
  sounds of strange music, cackling, and 
  hollow wood clanging! 
   
  Adept (DC 13): Rumor is that Pappetto 
  were once people, who got lost in the forest 
  or cursed by a Skull Kid. Whether that’s true 
  or not, perhaps only they know… 
   
  Expert (DC 16): Pappetto are not always 
  just abandoned cursed objects – sometimes, 
  wizards will use Pappetto as their minions, 
  pulling their strings directly. Beware if a 
  troupe of Pappetto seem to act with 
  purpose, or seek to parlay. 
   
   
   
  Bunraku 
  Bunraku are a strange type of puppet, 
  crafted to look like a simulacrum of a refined 
  personage. They carry a large lantern, and 
  gladly shine it in foes’ faces. 
   
  Bunraku 
  Rank 2 Mechanical Protector 
  HP: 24 
  MP: 24 
   
  SP: 8 
  Defense: 8 (Medium) 
  Concentration: 15 
  Initiative: +3 
  Evasion: 11 
  Size: Small 
  Vitality:  15 
  Movement: 5 (Walking) 
  Use Rod 
  Damage: 11 
  To-Hit Check: +8 
  Range: Projectile 4 
  Blinding Flash 
  (Reaction)  
  8 Magic 
  Damage: - 
  Range: Melee 
  Use Requirement: A foe moves into a square 
  adjacent to you. 
  If the target is Blinded or otherwise cannot see you, this attack fails. 
  The target is Distracted by you. Roll To-Hit Target’s Concentration; 
  on success, target is Blinded. 
  Illuminate 
  8 Magic (Bind) 
  Damage: - 
  Range: 1 Target directly  
              below you 
  You shine a bright red spotlight on the target. While the spotlight is 
  on them, the target is Distracting to you and all of your allies, is no 
  longer Invisible, and cannot be Hard to Hit due to cover. You follow 
  the targeted foe automatically, moving up to your Movement per turn 
  in order to keep up. If a foe moves faster than that on its turn, your 
  Illumination of it ends, returning the Bound Magic. 
  Default Weapon: Bunraku Rod 
  (Rank 2 Wooden Rod) 
  Rank 2 Lantern 
  Accuracy: 4 
  Attack: 8 
  Durability: 8 
  Malefic Morass (Passive) 
  You gain a +1 Evasion per ally adjacent to you. 
  Puppet Strings (Passive) 
  This creature is animated by strings, like a puppet. The strings are 
  Hard to Hit. If this creature’s strings are damaged, the creature is not 
  damaged, but its strings are cut – roll a d6 to randomly determine 
  what status ailment is inflicted upon it until its next Rest. 
  Roll 
  Status 
  1 
  Blinded 
  2 
  Cursed 
  3 
  Halted 
  4 
  Knocked Prone 
  5 
  Off-Balance 
  6 
  Slowed 
  This creature’s strings may be cut multiple times, each time inflicting 
  a different status (rerolling duplicates). If this creature’s strings are 
  cut (Fortitude) times in total, it falls Helpless. 
  Instinctive Intelligence 
  Immunity: Sick 
  Weakness: Darkness 
  Combat 
  3 
   
  Willpower 
  3 
  Accuracy 
  4 
  Hearts 
  6 
   
  Magic 
  6 
  Stamina 
  2 
  Athletics 
  3 
   
  Arcana 
  3 
  Nature 
  2 
  Civilization 
  5 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  5 
   
  Influence 
  5 
  Command 
  4 
  Intimidate 
  3 
   
  Discipline 
  5 
  Insight 
  5 
  Mechanics 
  4 
   
  Perform 
  5 
  Guile 
  4 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons (when available) 
  2x Pappetto Wood (Rank 2 Wood) 
  
   
   
   
  69 
  BestiaryBestiary 
   
  Cantastor 
  Cantastor are puppets that were once used 
  for story-telling, clad in a scholar’s robes. 
  Now, they use their half-remembered stories 
  to improve their allies’ morale – and to sicken 
  foes with tales of gruesome horror. 
   
  Cantastor 
  Rank 2 Mechanical Rallier 
  HP: 16 
  MP: 24 
   
  SP: 8 
  Defense: 6 (Light) 
  Concentration: 15 
  Initiative: +3 
  Evasion: 14 
  Size: Small 
  Vitality:  13 
  Movement: 5 (Walking) 
  Use Rod 
  Damage: 12 
  To-Hit Check: +7 
  Range: Projectile 8 
  Inspire Toughness 
  6 Magic (Bind) 
  Damage: - 
  Range: 1 Target in 8 sq. 
  While this spell is active, grant the target Tough (Rank 2). (Tough 
  increases the target’s Defense by 1 for each Rank.) 
  Inspire Strength 
  6 Magic (Bind) 
  Damage: - 
  Range: 1 Target in 8 sq. 
  While this spell is active, grant the target Mighty (Rank 2). (Mighty 
  increases the target’s Combat and Willpower by 1 for each Rank.) 
  Sickening Tale 
  4 Magic 
  Damage: - 
  Range: 1 Target in 8 sq. 
  Roll To-Hit Target’s Concentration. On success, target is Sickened. 
  Default Weapon: Cantastor Staff 
  (Rank 2 Wooden Staff) 
  Accuracy: 2 
  Attack: 9 
  Durability: 10 
  Malefic Morass (Passive) 
  You gain a +1 Evasion per ally adjacent to you. 
  Puppet Strings (Passive) 
  This creature is animated by strings, like a puppet. The strings are 
  Hard to Hit. If this creature’s strings are damaged, the creature is not 
  damaged, but its strings are cut – roll a d6 to randomly determine 
  what status ailment is inflicted upon it until its next Rest. 
  Roll 
  Status 
  1 
  Blinded 
  2 
  Cursed 
  3 
  Halted 
  4 
  Knocked Prone 
  5 
  Off-Balance 
  6 
  Slowed 
  This creature’s strings may be cut multiple times, each time inflicting 
  a different status (rerolling duplicates). If this creature’s strings are 
  cut (Fortitude) times in total, it falls Helpless. 
  Instinctive Intelligence 
  Immunity: Sick 
  Weakness: Water 
  Combat 
  3 
   
  Willpower 
  3 
  Accuracy 
  5 
  Hearts 
  4 
   
  Magic 
  6 
  Stamina 
  2 
  Athletics 
  3 
   
  Arcana 
  3 
  Nature 
  2 
  Civilization 
  5 
   
  Perception 
  4 
  Agility 
  4 
  Fortitude 
  3 
   
  Influence 
  5 
  Command 
  5 
  Intimidate 
  3 
   
  Discipline 
  5 
  Insight 
  5 
  Mechanics 
  4 
   
  Perform 
  6 
  Guile 
  5 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons (when available) 
  2x Pappetto Wood (Rank 2 Wood) 
   
   
   
  Marionette 
  Marionettes are wild, flailing wooden 
  puppets. They move in a herky-jerky fashion, 
  and then wail on foes, hoping to leave 
  splinters. If there’s more than one foe in 
  range when they attempt to Combo, they’ll 
  split their attacks as evenly as possible. 
   
  Marionette 
  Rank 2 Mechanical Warrior 
  HP: 20 
  MP: 8 
   
  SP: 24 
  Defense: 8 (Medium) 
  Concentration: 15 
  Initiative: +3 
  Evasion: 11 
  Size: Medium 
  Vitality:  15 
  Movement: 5 (Walking) 
  Strike 
  Damage: 14 
  To-Hit Check: +8 
  Range: Melee 
  Combo 
  10 Stamina 
  Damage: - 
  Range: Melee 
  Make three separate Strike Basic Attacks with your weapon. These 
  Strikes do not need to target the same enemy, but you cannot move 
  between Strikes. 
  Push-Off Kick 
  (Minor Action) 
  3 Stamina 
  Damage: - 
  Range: Melee 
  Use Requirement: Your legs must be free, and 
  you must be able to move. 
  You push the target away from you one square, and you push 
  yourself away from the target one square. (This should leave two 
  squares between the two of you.) 
  Spin Attack 
  8 Stamina 
  Damage: 14 
  Range: Burst 1 
   
  Default Weapon: Marionette’s Arm 
  (Rank 2 Wooden Club) 
  Accuracy: 4 
  Attack: 9 
  Durability: 7 
  Malefic Morass (Passive) 
  You gain a +1 Evasion per ally adjacent to you. 
  Puppet Strings (Passive) 
  This creature is animated by strings, like a puppet. The strings are 
  Hard to Hit. If this creature’s strings are damaged, the creature is not 
  damaged, but its strings are cut – roll a d6 to randomly determine 
  what status ailment is inflicted upon it until its next Rest. 
  Roll 
  Status 
  1 
  Blinded 
  2 
  Cursed 
  3 
  Halted 
  4 
  Knocked Prone 
  5 
  Off-Balance 
  6 
  Slowed 
  This creature’s strings may be cut multiple times, each time inflicting 
  a different status (rerolling duplicates). If this creature’s strings are 
  cut (Fortitude) times in total, it falls Helpless. 
  Instinctive Intelligence 
  Immunity: Sick 
  Weakness: Fire 
  Combat 
  5 
   
  Willpower 
  3 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  2 
  Stamina 
  6 
  Athletics 
  3 
   
  Arcana 
  3 
  Nature 
  2 
  Civilization 
  5 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  5 
   
  Influence 
  5 
  Command 
  4 
  Intimidate 
  3 
   
  Discipline 
  5 
  Insight 
  5 
  Mechanics 
  4 
   
  Perform 
  5 
  Guile 
  4 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons (when available) 
  2x Pappetto Wood (Rank 2 Wood) 
   
  
   
   
   
  70 
  BestiaryBestiary 
   
  Shadow Puppet 
  Shadow Puppets are among the strangest of 
  Pappetto – a small wooden puppet that casts 
  a long, thick shadow, which is what actually 
  wields its weapon and harms people. 
   
  Shadow Puppet 
  Rank 2 Mechanical Blaster 
  HP: 20 
  MP: 20 
   
  SP: 20 
  Defense: 6 (Light) 
  Concentration: 15 
  Initiative: +5 
  Evasion: 15 
  Size: Medium 
  Vitality:  12 
  Movement: 5 (Walking) 
  Stab 
  Damage: 11, Darkness 
  To-Hit Check: +8 
  Range: Line 2 
  Elemental Chaff 
  6 Stamina 
  Damage: 10, Darkness 
  Range: Cone 2 or Line 4 
  Roll To-Hit target’s Concentration; on success, target is Sickened. 
  Pool of Shadows 
  8 Magic (Bind) 
  Damage: - 
  Range: Blast 3 
  The area becomes a pool of thick, sticky shadow. The area becomes 
  Difficult Terrain, and all non-magical light in the area is extinguished. 
  Any creature starting their turn in, or entering, a square of shadow 
  takes 3 damage. Shadow can be removed by striking it with any Light 
  damage, or by shining a bright light on it (such as a Lantern, Torch, 
  or Sol’s Gleam). 
  Default Weapon: Shadow Spear 
  (Rank 2 Metal Spear) 
  Accuracy: 4 
  Attack: 8 
  Durability: 10 
  Malefic Morass (Passive) 
  You gain a +1 Evasion per ally adjacent to you. 
  Puppet Strings (Passive) 
  This creature is animated by strings, like a puppet. The strings are 
  Hard to Hit. If this creature’s strings are damaged, the creature is not 
  damaged, but its strings are cut – roll a d6 to randomly determine 
  what status ailment is inflicted upon it until its next Rest. 
  Roll 
  Status 
  1 
  Blinded 
  2 
  Cursed 
  3 
  Halted 
  4 
  Knocked Prone 
  5 
  Off-Balance 
  6 
  Slowed 
  This creature’s strings may be cut multiple times, each time inflicting 
  a different status (rerolling duplicates). If this creature’s strings are 
  cut (Fortitude) times in total, it falls Helpless. 
  Instinctive Intelligence 
  Immunity: Sick 
  Weakness: Light 
  Combat 
  3 
   
  Willpower 
  4 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  5 
  Stamina 
  5 
  Athletics 
  2 
   
  Arcana 
  3 
  Nature 
  2 
  Civilization 
  5 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  2 
   
  Influence 
  3 
  Command 
  3 
  Intimidate 
  3 
   
  Discipline 
  5 
  Insight 
  3 
  Mechanics 
  4 
   
  Perform 
  5 
  Guile 
  4 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons (when available) 
  2x Pappetto Wood (Rank 2 Wood) 
   
   
   
   
  Simulacrum 
  A Simulacrum is a Pappetto that appears, at 
  a glance, to be very much like a real person. 
  Only by approaching closely can the 
  difference be easily discerned – and by then, 
  it’s too late to escape. 
   
  Simulacrum 
  Rank 2 Mechanical Hunter 
  HP: 12 
  MP: 8 
   
  SP: 16 
  Defense: 6 (Light) 
  Concentration: 13 
  Initiative: +5 
  Evasion: 15 
  Size: Medium 
  Vitality:  13 
  Movement: 5 (Walking) 
  Strike 
  Damage: 13 
  To-Hit Check: +9 
  Range: Melee 
  Impa’s Disguise 
  2 Magic (Bind) 
  Damage: - 
  Range: Self 
  You alter details about your appearance as you see fit, up to and 
  including your race, gender, and worn armor. 
  Pins & Needles 
  4 Stamina 
  Damage: 13 
  Range: Projectile 4 
  Roll To-Hit Target’s Vitality; on success, target is Halted. 
  Slap Down 
  4 Stamina 
  Damage: 13 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, the target is Knocked Prone. 
  Default Weapon: Simulacrum Dagger 
  (Rank 2 Metal Dagger) 
  Accuracy: 4 
  Attack: 8 
  Durability: 9 
  Malefic Morass (Passive) 
  You gain a +1 Evasion per ally adjacent to you. 
  Puppet Strings (Passive) 
  This creature is animated by strings, like a puppet. The strings are 
  Hard to Hit. If this creature’s strings are damaged, the creature is not 
  damaged, but its strings are cut – roll a d6 to randomly determine 
  what status ailment is inflicted upon it until its next Rest. 
  Roll 
  Status 
  1 
  Blinded 
  2 
  Cursed 
  3 
  Halted 
  4 
  Knocked Prone 
  5 
  Off-Balance 
  6 
  Slowed 
  This creature’s strings may be cut multiple times, each time inflicting 
  a different status (rerolling duplicates). If this creature’s strings are 
  cut (Fortitude) times in total, it falls Helpless. 
  Instinctive Intelligence 
  Immunity: Sick 
  Weakness: Shock 
  Combat 
  5 
   
  Willpower 
  3 
  Accuracy 
  5 
  Hearts 
  3 
   
  Magic 
  2 
  Stamina 
  4 
  Athletics 
  3 
   
  Arcana 
  3 
  Nature 
  2 
  Civilization 
  5 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  3 
   
  Influence 
  3 
  Command 
  2 
  Intimidate 
  5 
   
  Discipline 
  3 
  Insight 
  5 
  Mechanics 
  4 
   
  Perform 
  5 
  Guile 
  6 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons (when available) 
  2x Pappetto Wood (Rank 2 Wood) 
   
   
   
  
   
   
   
  71 
  BestiaryBestiary 
   
  Pols Voice 
  From a distance, a Pols Voice looks vaguely 
  like an adorable bunny rabbit, lost in a dank 
  dungeon. Upon closer inspection, you’ll find 
  that it’s clamped onto your head with the 
  sharp teeth that ring its underside. 
   
  Pols Voice 
  Rank 3 Natural Warrior 
  HP: 32 
  MP: 0 
   
  SP: 32 
  Defense: 13 (Heavy) 
  Concentration: 15 
  Initiative: +3 
  Evasion:   9 
  Size: Medium 
  Vitality:  16 
  Movement: 5 (Walking), 3 (Gliding) 
  Sweep 
  Damage: 21 
  To-Hit Check: +9 
  Range: Sweep 2 
  Lizalfos Leap 
  8 Stamina 
  Damage: - 
  Range: - 
  Use Requirement: A foe moves into a square 
  adjacent to you 
  You immediately move 3 squares away from them, in any direction. 
  This does not consume your Movement. 
  Mipha’s Vault 
  12 Stamina 
  Damage: 26 
  Range: Jump 4 
  Before performing the attack, you jump on top of your target, using 
  your horizontal jump, even if you have already reached you maximum 
  Movement for the turn. Roll To-Hit target’s Vitality; on success, target 
  is Knocked Prone. You then land on a square of your choice 
  adjacent to your target. This attack cannot be performed if you are 
  Halted or Slowed. 
  Default Weapon: Pols Voice’s Bite 
  (Rank 3 Natural Greatsword, Talking Animal style) 
  Accuracy: 1 
  Attack: 15 
  Durability: - 
  Big Squeeze (Passive) 
  You gain a +2 on Athletics rolls to begin or maintain a Grapple. 
  Whenever you successfully roll to maintain (but not begin) a Grapple, 
  you deal 2 damage to your Grappled foe, ignoring Defense. 
  Sensitive to Sound (Weak Point) 
  This creature is sensitive to music and loud noises. A loud noise can 
  be made as a Standard Action Combat Maneuver (Burst 2 or Melee, 
  Perform and Fortitude, plus Instrument, v. Concentration; if done as a 
  Melee-range Maneuver, then 2 to the Trait Check). On success, the 
  next attack against this creature counts as striking a Weak Point, and 
  it is Slowed and set Off-Balance until the end of its next turn. 
  Weak Stomach (Weak Point) 
  Attacks that originate from inside this creature (such as by a 
  Grappled foe) ignore half of its Defense. 
  Limited Intelligence, Undead 
  Weakness: Piercing 
  Combat 
  6 
   
  Willpower 
  2 
  Accuracy 
  5 
  Hearts 
  8 
   
  Magic 
  0 
  Stamina 
  8 
  Athletics 
  5 
   
  Arcana 
  2 
  Nature 
  4 
  Civilization 
  2 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  6 
   
  Influence 
  2 
  Command 
  2 
  Intimidate 
  8 
   
  Discipline 
  5 
  Insight 
  4 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  4 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Pols Whisker (Rank 3 Monster Parts) 
   
  Pols Voice like to leap into combat, literally, 
  and try to either Grapple someone in their 
  hidden mouths, or land on them with 
  Mipha’s Vault. 
   
   
   
  Pols Voice Lore 
  Journeyman (DC 10): These strange rabbit-
  like blobs are famously sensitive to loud 
  noises. Heroes delving dungeons sometimes 
  carry a whistle with them, so they can easily 
  stun these perfidious puffballs. 
   
  Adept (DC 13): Despite their physical form, 
  there is scholarly contention around whether 
  Pols Voice are the ghosts of unloved pet 
  rabbits, or of unknown musicians. 
   
  Expert (DC 16): Some Yiga clans are known 
  to keep Pols Voices in cages near their 
  entrance, relying on their impossibly sensitive 
  hearing to detect incoming intruders. 
   
   
  
   
   
   
  72 
  BestiaryBestiary 
   
  Revenants 
  Revenants are undead humanoids, with 
  some measure of flesh still on their bones. 
  They rise from their resting places when 
  interlopers intrude upon them, or when 
  called upon by evil magic to serve as an 
  army for some necromantic conqueror. 
  Zombie 
  Zombies serve as the lowest form of 
  revenant undead. Though one Zombie is 
  quite weak, they often come as a huge 
  wave, crashing down upon foes and burying 
  them in sheer numbers. If a foe wades into 
  their horde, they will attempt to Grapple and 
  put the Big Squeeze on them. 
   
   
   
   
  Zombie 
  Rank 0 Arcane Warrior Swarm 
  HP: - 
  MP: 0 
   
  SP: 8 
  Defense: 0 (Unarmored) 
  Concentration: 12 
  Initiative: +1 
  Evasion: 11 
  Size: Medium 
  Vitality:  13 
  Movement: 4 (Walking) 
  Sweep 
  Damage: 9 
  To-Hit Check: +9 
  Range: Melee 
  Call Zombies 
  8 Stamina 
  Damage: - 
  Range: Self 
  Use Requirement: You are in a graveyard, Mire, 
  or on other evil or unholy ground 
  Add 4 HP to this Swarm, growing it one Size Category. 
  Default Weapon: Zombie Claw 
  (Rank 1 Natural Fist) 
  Accuracy: 5 
  Attack: 5 
  Durability: - 
  Big Squeeze (Passive) 
  You gain a +2 on Athletics rolls to begin or maintain a Grapple. 
  Whenever you successfully roll to maintain (but not begin) a Grapple, 
  you deal 2 damage to your Grappled foe, ignoring Defense. 
  Instinctive Intelligence 
  Weakness: Light, Fire 
  Combat 
  4 
   
  Willpower 
  0 
  Accuracy 
  4 
  Hearts 
  - 
   
  Magic 
  0 
  Stamina 
  2 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  3 
  Agility 
  1 
  Fortitude 
  3 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  5 
   
  Discipline 
  2 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: (Hearts) Zombie Flesh (Rank 1 Monster Part) 
  
   
   
   
  73 
  BestiaryBestiary 
   
  ReDead 
  The ReDead’s bloodcurdling shriek is feared 
  throughout Hyrule – some say it’s the sound 
  of a soul’s anguish. They use their infamous 
  scream when they see a living creature, 
  stunning it. They shamble closer, and closer, 
  until they get within reach. Then, they latch 
  on, and begin gnawing the person’s neck or 
  face, their eyes implacable night. 
   
  ReDead 
  Rank 2 Arcane Protector 
  HP: 24 
  MP: 24 
   
  SP: 24 
  Defense: 8 (Medium) 
  Concentration: 18 
  Initiative: +2 
  Evasion: 10 
  Size: Medium 
  Vitality:  15 
  Movement: 4 (Walking) 
  Sweep 
  Damage: 12 
  To-Hit Check: +9 
  Range: Melee 
  ReDead’s Shriek 
  10 Magic 
  Damage: 12 
  Range: Cone 2 
  Roll To-Hit Target’s Concentration; on success, target is Frozen. 
  Default Weapon: ReDead’s Grasp 
  (Rank 2 Natural Fist) 
  Accuracy: 5 
  Attack: 8 
  Durability: - 
  Big Squeeze (Passive) 
  You gain a +2 on Athletics rolls to begin or maintain a Grapple. 
  Whenever you successfully roll to maintain (but not begin) a Grapple, 
  you deal 2 damage to your Grappled foe, ignoring Defense. 
  Oblivious (Passive) 
  This creature cannot use Reactions. 
  Instinctive Intelligence 
  Immunity: Menace, Sick 
  Weakness: Light, Fire 
  Combat 
  4 
   
  Willpower 
  4 
  Accuracy 
  6 
  Hearts 
  6 
   
  Magic 
  6 
  Stamina 
  6 
  Athletics 
  6 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  4 
  Agility 
  2 
  Fortitude 
  5 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  8 
   
  Discipline 
  8 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x ReDead Leather (Rank 2 Monster Part) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gibdo 
  Mummies made in a long-forgotten age, 
  Gibdo roam the haunted halls of crypts and 
  graveyards. Their embalming preserves not 
  only their great strength, but also a measure 
  of their intelligence, making them more agile 
  and dangerous than other Revenants. 
   
  Gibdo 
  Rank 3 Arcane Warrior 
  HP: 24 
  MP: 20 
   
  SP: 24 
  Defense: 13 (Heavy) 
  Concentration: 18 
  Initiative: +6 
  Evasion: 12 
  Size: Medium 
  Vitality:  18 
  Movement: 6 (Walking) 
  Sweep 
  Damage: 17 
  To-Hit Check: +9 
  Range: Melee 
  Bandage Binding 
  4 Stamina 
  Damage: 17 
  Range: Projectile 4 
  Roll To-Hit Target’s Vitality; on success, target is Cursed. 
  Reapling’s Sweep 
  10 Magic 
  Damage: 19 
  Range: Sweep 3 
   
  Default Weapon: Gibdo’s Grasp 
  (Rank 3 Natural Fist) 
  Accuracy: 5 
  Attack: 11 
  Durability: - 
  Burnable Bandages (Passive) 
  If this creature is On Fire from the end of one of its turn to the 
  beginning of the next, it transforms into a ReDead and its fire is 
  extinguished. All other damage and status effects remain. 
  Limited Intelligence 
  Immunity: Menace, Push, Sick 
  Weakness: Light, Fire 
  Combat 
  6 
   
  Willpower 
  4 
  Accuracy 
  6 
  Hearts 
  6 
   
  Magic 
  5 
  Stamina 
  6 
  Athletics 
  8 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  4 
  Agility 
  6 
  Fortitude 
  8 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  8 
   
  Discipline 
  8 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 1x Gibdo Bandage (Rank 3 Cloth) 
  2x Gibdo Guts (Rank 3 Monster Parts) 
   
   
   
   
  
   
   
   
  74 
  BestiaryBestiary 
   
  Shadows 
  Shadows are ghostly foes, barely-there 
  baddies built of blackest night. Often able to 
  melt into shadows and sneak past defenses, 
  they share a vulnerability to bright light. 
   
  Shadow enemies are often found in 
  dungeons and caverns that utilize light as a 
  puzzle mechanic. They might also appear 
  during eclipses, on particularly dark and 
  stormy nights, or serving a greater foe under 
  the cover of magically-summoned darkness. 
  Scaefos 
  Scaefos are humanoid figures, comprised 
  almost entirely of darkness. Although they 
  share the silhouette of people, they are 
  incapable of making their own decisions. 
   
  Wisps of shadow flow off a Scaefos’ body 
  like fog on a murky night. They use their 
  magic to disable foes, and can slip into an 
  ally’s shadow to be carried to more 
  advantageous positions. 
   
   
   
   
   
   
   
   
   
   
   
   
  Scaefos 
  Rank 1 Arcane Rallier 
  HP: 12 
  MP: 16 
   
  SP: 4 
  Defense: 6 (Medium) 
  Concentration: 12 
  Initiative: +3 
  Evasion: 11 
  Size: Medium 
  Vitality:  14 
  Movement: 4 (Walking) 
  Use Rod 
  Damage: 8, Dark 
  To-Hit Check: +7 
  Range: Projectile 4 
  Scaefos’ Curse 
  5 Magic 
  Damage: 10 
  Range: Projectile 8 
  Roll To-Hit Target’s Concentration; on success, target is Cursed 
  until the end of their next turn. 
  Stalrobe’s Veil 
  8 Magic 
  Damage: 10, Dark 
  Range: 1 sq. within 8 
  Roll To-Hit Target’s Concentration; on success, target is Blinded 
  until the end of their next turn. 
  Twili Transit 
  4 Magic 
  Damage: - 
  Range: Self 
  You merge with the shadow, becoming Invisible and intangible. You 
  cannot be harmed by physical attacks, though magical attacks will 
  harm you and cause you to be revealed, ending the spell. You 
  cannot move, but if your shadow’s source moves, you are carried 
  along with it. If your shadowy spot is exposed to light or otherwise 
  ceases to be, you are immediately revealed and the spell ends. 
  Default Weapon: Scaefos’ Tendril 
  (Rank 1 Natural Rod) 
  Accuracy: 4 
  Attack: 5 
  Durability: - 
  Denizen of Shadows (Passive) 
  While in dim light, this creature is Hard to Hit.  
  While in total darkness, this creature is Very Hard to Hit.  
  While in bright direct light or sunlight, this creature is Blinded. 
  Limited Intelligence, Undead, Darkvision 
  Weakness: Light 
  Combat 
  3 
   
  Willpower 
  3 
  Accuracy 
  3 
  Hearts 
  3 
   
  Magic 
  4 
  Stamina 
  1 
  Athletics 
  3 
   
  Arcana 
  3 
  Nature 
  3 
  Civilization 
  2 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  4 
   
  Influence 
  1 
  Command 
  1 
  Intimidate 
  4 
   
  Discipline 
  2 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  1 
  Guile 
  3 
  Smithing 
  0 
   
  Enchanting 
  1 
  Cooking 
  0 
  Drops: 3x Scaefos Mote (Rank 1 Monster Parts) 
  
   
   
   
  75 
  BestiaryBestiary 
   
  Babusu 
  Babusu are small, tadpole-looking creatures 
  of concentrated shadow. They scurry quickly 
  from one dark crevice to another, raking their 
  claws across whoever they find. Sometimes, 
  they leave a trail of sticky shadows behind. 
   
  Babusu 
  Rank 2 Arcane Blaster 
  HP: 16 
  MP: 12 
   
  SP: 20 
  Defense: 6 (Light) 
  Concentration: 14 
  Initiative: +6 
  Evasion: 16 
  Size: Small 
  Vitality:  14 
  Movement: 8 (Walking, Swimming) 
  Strike 
  Damage: 14, Dark 
  To-Hit Check: +8 
  Range: Melee 
  Dash Attack 
  8 Stamina 
  Damage: 14 
  Range: See Effect 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Trail of Shadows 
  6 Magic (Bind) 
  Damage: - 
  Range: Special 
  The spaces you move over for the remainder of this round become a 
  pool of thick, sticky shadow. The area becomes Difficult Terrain, and 
  all non-magical light in the area is extinguished. Any creature 
  starting their turn in, or entering, a square of shadow takes 3 
  damage. Shadow can be removed by striking it with any Light 
  damage, or by shining a bright light on it (such as a Lantern, Torch, 
  or Sol’s Gleam). 
  Twili Transit 
  4 Magic 
  Damage: - 
  Range: Self 
  You merge with the shadow, becoming Invisible and intangible. You 
  cannot be harmed by physical attacks, though magical attacks will 
  harm you and cause you to be revealed, ending the spell. You 
  cannot move, but if your shadow’s source moves, you are carried 
  along with it. If your shadowy spot is exposed to light or otherwise 
  ceases to be, you are immediately revealed and the spell ends. 
  Default Weapon: Babusu’s Claw 
  (Rank 2 Natural Dagger) 
  Accuracy: 4 
  Attack: 8 
  Durability: - 
  Denizen of Shadows (Passive) 
  While in dim light, this creature is Hard to Hit.  
  While in total darkness, this creature is Very Hard to Hit.  
  While in bright direct light or sunlight, this creature is Blinded. 
  Limited Intelligence, Undead, Darkvision 
  Weakness: Light 
  Combat 
  6 
   
  Willpower 
  3 
  Accuracy 
  4 
  Hearts 
  4 
   
  Magic 
  2 
  Stamina 
  5 
  Athletics 
  4 
   
  Arcana 
  2 
  Nature 
  1 
  Civilization 
  3 
   
  Perception 
  5 
  Agility 
  6 
  Fortitude 
  4 
   
  Influence 
  2 
  Command 
  1 
  Intimidate 
  4 
   
  Discipline 
  4 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  4 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Babusu Mote (Rank 2 Monster Parts) 
   
   
   
   
   
   
   
  Phantom Knight 
  Phantom Knights are heavily armored spirits, 
  with faint blue etching on their arms and 
  armor. It is said that these knights are merely 
  echoes of some long-forgotten warrior-king. 
   
  Phantom Knight 
  Rank 3 Arcane Protector 
  HP: 28 
  MP: 32 
   
  SP: 24 
  Defense: 20 (Extreme) 
  Concentration: 15 
  Initiative: +5 
  Evasion: 11 
  Size: Large 
  Vitality:  18 
  Movement: 6 (Walking), 3 (Flying) 
  Sweep 
  Damage: 19, Dark 
  To-Hit Check: +7 
  Range: Sweep 2 
  Dead Man’s Volley 
  10 Magic 
  Damage: 28, Light 
  Range: Projectile 8 
  When you make this attack, you and your target each select two 
  Traits from (Accuracy, Agility, Arcana, Athletics, Combat, or 
  Willpower). You and your target both roll 2d6, plus your two chosen 
  Traits. Whoever loses this roll suffers the damage from this attack 
  (which may be reduced by Reactions). The defender may choose to 
  become Distracted by the attacker, Off-Balance, and/or Knocked 
  Prone, for a +2 to their roll, per condition, after they’ve rolled. 
  Rebonak’s Retort 
  3 Stamina (Reaction) 
  Damage: - 
  Range: Special 
  Use Requirement: An ally you can see is struck 
  by a foe you can see.  
  You may move half your Movement towards the foe. Roll To-Hit 
  target’s Concentration; on success, they are Distracted by you until 
  the end of their next turn. 
  Twili Transit 
  4 Magic 
  Damage: - 
  Range: Self 
  You merge with the shadow, becoming Invisible and intangible. You 
  cannot be harmed by physical attacks, though magical attacks will 
  harm you and cause you to be revealed, ending the spell. You 
  cannot move, but if your shadow’s source moves, you are carried 
  along with it. If your shadowy spot is exposed to light or otherwise 
  ceases to be, you are immediately revealed and the spell ends. 
  Windup Strike 
  6 Stamina 
  Damage: 19, Dark 
  Range: Melee 
  Roll To-Hit target’s Concentration; on success, this attack instead 
  does 25 damage. 
  Default Weapon: Phantom’s Greatsword 
  (Rank 3 Metal Greatsword) 
  Accuracy: 2 
  Attack: 13 
  Durability: 12 
  Denizen of Shadows (Passive) 
  While in dim light, this creature is Hard to Hit.  
  While in total darkness, this creature is Very Hard to Hit.  
  While in bright direct light or sunlight, this creature is Blinded. 
  Rational Intelligence, Undead, Darkvision 
  Weakness: Light 
  Combat 
  6 
   
  Willpower 
  5 
  Accuracy 
  5 
  Hearts 
  7 
   
  Magic 
  8 
  Stamina 
  6 
  Athletics 
  7 
   
  Arcana 
  6 
  Nature 
  3 
  Civilization 
  6 
   
  Perception 
  5 
  Agility 
  5 
  Fortitude 
  8 
   
  Influence 
  4 
  Command 
  5 
  Intimidate 
  7 
   
  Discipline 
  5 
  Insight 
  4 
  Mechanics 
  2 
   
  Perform 
  2 
  Guile 
  3 
  Smithing 
  5 
   
  Enchanting 
  5 
  Cooking 
  1 
  Drops: Weapon (when available) 
  2x Phantom Mote (Rank 3 Monster Parts) 
   
   
   
  
   
   
   
  76 
  BestiaryBestiary 
   
  Snap Dragon 
  Created by a mad alchemist’s plant 
  experiments, Snap Dragons now roam 
  grasslands and desolate wastes. They hop 
  about on their humanoid legs, seeking prey 
  to chomp on with their massive jaws. 
  Snap Dragon 
  Rank 2 Natural Warrior 
  HP: 20 
  MP: 0 
   
  SP: 24 
  Defense: 6 (Light) 
  Concentration: 10 
  Initiative: +3 
  Evasion: 12 
  Size: Medium 
  Vitality:  13 
  Movement: 4 (Walking), 2 (Swimming) 
  Sweep 
  Damage: 15 
  To-Hit Check: +6 
  Range: Sweep 2 
  Crack Armor 
  6 Stamina 
  Damage: 15 
  Range: Melee 
  Use Requirement: You have a foe grappled. 
  Roll To-Hit target’s Vitality; on success, the target’s Defense is 
  reduced by 4 until the end of the encounter. (If using the 
  “Everything Breaks” Master Mode rule, select a piece of the foe’s 
  armor at random, and cause 1 Durability damage to it.) 
  Jump Attack 
  6 Stamina 
  Damage: 19 
  Range: Jump 3 
  You jump towards your target in a straight line, landing next to them, 
  even if you have already reached you maximum Movement for the 
  turn. You are Off-Balance until the start of your next turn. This 
  attack cannot be performed if you are Halted or Slowed. 
  Default Weapon: Snap Dragon Jaw 
  (Rank 2 Natural Greatsword) 
  Accuracy: 2 
  Attack: 10 
  Durability: - 
  Big Squeeze (Passive) 
  You gain a +2 on Athletics rolls to begin or maintain a Grapple. 
  Whenever you successfully roll to maintain (but not begin) a Grapple, 
  you deal 2 damage to your Grappled foe, ignoring Defense. 
  Instinctive Intelligence 
  Weakness: Fire 
  Resistance: Earth (Rank 5) 
  Combat 
  5 
   
  Willpower 
  2 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  4 
   
  Arcana 
  0 
  Nature 
  2 
  Civilization 
  0 
   
  Perception 
  3 
  Agility 
  2 
  Fortitude 
  3 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  3 
   
  Discipline 
  0 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Snap Dragon Petal (Rank 2 Monster Part) 
  Snurgle 
   
   
   
   
   
   
   
   
  Snurgles are large  
  elephant-like creatures,  
  who use their massive  
  ears to fly. They’ve been 
  known to attack caravans  
  and try to steal their cargo, but they’re 
  sensitive to loud noises. 
   
  Snurgle 
  Rank 3 Natural Warrior Heavy 
  HP: 48 
  MP: 12 
   
  SP: 36 
  Defense: 10 (Medium) 
  Concentration: 15 
  Initiative: +4 
  Evasion: 12 
  Size: Large 
  Vitality:  16 
  Movement: 6 (Flying), 3 (Walking, Swimming) 
  Stab 
  Damage: 18 
  To-Hit Check: +9 
  Range: Line 2 
  Dash Attack 
  8 Stamina 
  Damage: 18 
  Range: See Effect 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Hard Crash 
  10 Stamina 
  Damage: 18 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, the target is knocked Prone 
  and Disarmed of one item of your choice. 
  Ordon Rush 
  8 Stamina 
  Damage: 13 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, you begin pushing them.  
  You may continue to move, but it must be in a straight line. Your 
  target is pushed in front of you for the duration of this movement. 
  Default Weapon: Snurgle Snout 
  (Rank 3 Natural Spear) 
  Accuracy: 4 
  Attack: 11 
  Durability: 13 
  Sensitive to Sound (Weak Point) 
  This creature is sensitive to music and loud noises. A loud noise can 
  be made as a Standard Action Combat Maneuver (Burst 2, Perform 
  and Fortitude, plus Instrument, v. Concentration; if done as a Melee, 
  then 2 to the Trait Check). On success, the next attack against this 
  creature counts as striking a Weak Point, and it is Slowed and set 
  Off-Balance until the end of its next turn. 
  Limited Intelligence, Mount 
  Combat 
  7 
   
  Willpower 
  2 
  Accuracy 
  5 
  Hearts 
  6 
   
  Magic 
  2 
  Stamina 
  6 
  Athletics 
  6 
   
  Arcana 
  2 
  Nature 
  3 
  Civilization 
  4 
   
  Perception 
  5 
  Agility 
  4 
  Fortitude 
  6 
   
  Influence 
  2 
  Command 
  2 
  Intimidate 
  5 
   
  Discipline 
  5 
  Insight 
  4 
  Mechanics 
  2 
   
  Perform 
  2 
  Guile 
  2 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 4x Snurgle Flaps (Rank 3 Monster Part) 
  
   
   
   
  77 
  BestiaryBestiary 
   
  Stalfos 
  Stalfos are skeletal foes, found all over Hyrule. They commonly pop up from their graves during 
  the night, and can prove difficult to put down. 
  Stal 
  Stal 
  Rank 0 Arcane Protector Swarm 
  HP: - 
  MP: 0 
   
  SP: 12 
  Defense: 0 (Unarmored) 
  Concentration: 11 
  Initiative: +2 
  Evasion: 12 
  Size: Medium (+Swarm) 
  Vitality: 12 
  Movement: 4 (Walking), 2 (Swimming) 
  Strike 
  Damage: 5 
  To-Hit Check: +6 
  Range: Melee 
  Hamstring 
  6 Stamina 
  Damage: 5 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, the target is Slowed and 
  Distracted by you until the end of their next turn. 
  Default Weapon: Boney Bite 
  (Rank 0 Natural Club) 
  Accuracy: 4 
  Attack: 3 
  Durability: - 
  Distracting Threat (Passive) 
  If you hit a foe with a Basic Attack, and they do not use a Reaction 
  against the attack, then they are Distracted by you until the end of 
  their next turn. 
  Silent Stone (Passive) 
  +5 to Agility for the purposes of Stealth checks while not moving. 
  Limited Intelligence, Darkvision, Undead 
  Weakness: Light 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  2 
  Hearts 
  - 
   
  Magic 
  0 
  Stamina 
  3 
  Athletics 
  2 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  2 
  Fortitude 
  2 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  1 
   
  Discipline 
  1 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: (Hearts) Stal Stub (Rank 0 Monster Part) 
   
  Stal are simply a swirl of animate skulls and a 
  few miscellaneous bones, no longer joined 
  into individual bodies. When awoken, they 
  bounce after foes, nipping at their heels. 
  Stalfos 
  Stalfos 
  Rank 1 Arcane Hunter 
  HP: 16 
  MP: 0 
   
  SP: 24 
  Defense: 2 (Civilian) 
  Concentration: 12 
  Initiative: +3 
  Evasion: 13 
  Size: Medium 
  Vitality: 12 
  Movement: 4 (Walking) 
  Throw 1H Weapon 
  Damage: 9 
  To-Hit Check: +8 
  Range: Projectile 6 
  Lizalfos Leap 
  8 Stamina 
  Damage: - 
  Range: - 
  Use Requirement: A foe moves into a square 
  adjacent to you 
  You immediately move 3 squares away from them, in any direction. 
  This does not consume your Movement. 
  Default Weapon: Bonemrang 
  (Rank 1 Natural Boomerang) 
  Accuracy: 4 
  Attack: 5 
  Durability: - 
  Undying (Passive) 
  When this creature is brought to 0 Hit Points, they become Helpless 
  instead of dying. At the end of its next turn, this creature begins to 
  rumble. At the end of the turn after that, it revives, stands up, and 
  restores 25% of its Hit Points. This creature can be slain if directly 
  attacked while Helpless. 
  Limited Intelligence, Darkvision, Undead 
  Resistance: Sharp damage (Rank 5) 
  Weakness: Light 
  Combat 
  4 
   
  Willpower 
  1 
  Accuracy 
  4 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  4 
   
  Arcana 
  1 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  3 
  Fortitude 
  2 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  2 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Simple Stalbone (Rank 1 Monster Part) 
   
   
   
  
   
   
   
  78 
  BestiaryBestiary 
   
  Stalfos have limited options, as they have 
  none of the equipment they had in life. 
  They’re good at playing keep-away, jumping 
  away from any Heroes who would attempt to 
  engage them in melee, and striking with their 
  boomerang bones from afar. 
  Stalrobe 
  Stalrobe 
  Rank 1 Arcane Rallier 
  HP: 16 
  MP: 16 
   
  SP: 8 
  Defense: 4 (Light) 
  Concentration: 13 
  Initiative: +3 
  Evasion: 13 
  Size: Medium 
  Vitality: 11 
  Movement: 4 (Walking) 
  Use Staff 
  Damage: 10 
  To-Hit Check: +6 
  Range: Projectile 8 
  Lizalfos Leap 
  8 Stamina 
  Damage: - 
  Range: - 
  Use Requirement: A foe moves into a square 
  adjacent to you 
  You immediately move 3 squares away from them, in any direction. 
  This does not consume your Movement. 
  Rauru’s Shield 
  Up to 4 Magic (Bind) 
  Damage: - 
  Range: 1 Target within 8 
  Grant the target a Spell Bonus of Defense equal to (the Magic you 
  spent on this spell / 2). 
  Stalrobe’s Veil 
  8 Magic 
  Damage: 12, Dark 
  Range: 1 sq. within 8 
  Roll To-Hit Target’s Concentration; on success, target is Blinded 
  until the end of their next turn. 
  Default Weapon: Bone Staff 
  (Rank 1 Wooden Staff) 
  Accuracy: 2 
  Attack: 6 
  Durability: 7 
  Undying (Passive) 
  When this creature is brought to 0 Hit Points, they become Helpless 
  instead of dying. At the end of its next turn, this creature begins to 
  rumble. At the end of the turn after that, it revives, stands up, and 
  restores 25% of its Hit Points. This creature can be slain if directly 
  attacked while Helpless. 
  Limited Intelligence, Darkvision, Undead 
  Resistance: Sharp damage (Rank 5) 
  Weakness: Light 
  Combat 
  2 
   
  Willpower 
  4 
  Accuracy 
  4 
  Hearts 
  4 
   
  Magic 
  4 
  Stamina 
  2 
  Athletics 
  3 
   
  Arcana 
  3 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  3 
  Agility 
  3 
  Fortitude 
  1 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  3 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  2 
  Smithing 
  0 
   
  Enchanting 
  2 
  Cooking 
  0 
  Drops: Weapon (when available) 
  2x Simple Stalbone (Rank 1 Monster Part) 
   
  Stalrobes are skeletal mages, dressed in 
  ragged robes, brought forth to aid armies of 
  Stalfos. They use Rauru’s Shield to bolster 
  an ally, and then blind foes with Stalrobe’s 
  Veil. If disarmed of their staff, they may revert 
  to using their own bones as a weapon, just 
  as Stalfos do, making their Veil less painful 
  (dealing 8 damage instead of 12). 
  Stalhound 
  Stalhound 
  Rank 1 Arcane Warrior 
  HP: 16 
  MP: 0 
   
  SP: 16 
  Defense: 6 (Medium) 
  Concentration: 13 
  Initiative: +4 
  Evasion: 12 
  Size: Medium 
  Vitality: 14 
  Movement: 4 (Walking) 
  Strike 
  Damage: 10 
  To-Hit Check: +8 
  Range: Melee 
  Dash Attack 
  8 Stamina 
  Damage: - 
  Range: See Effect 
  During this attack, you may use your remaining Movement as 
  normal. You may move through foes, hitting them with a Strike Basic 
  Attack as you do so. You may only attack a given target once 
  during this attack. 
  Lizalfos Leap 
  8 Stamina 
  Damage: - 
  Range: - 
  Use Requirement: A foe moves into a square 
  adjacent to you 
  You immediately move 3 squares away from them, in any direction. 
  This does not consume your Movement. 
  Skirmish Strike 
  4 Stamina 
  Damage: 10 
  Range: Melee 
  Following the attack, you may move 1 square in any direction your 
  movement capabilities allow. You may then push the target 1 square 
  in a direction of your choice. 
  Default Weapon: Tearing Teeth 
  (Rank 1 Natural Dagger) 
  Accuracy: 4 
  Attack: 5 
  Durability: - 
  Undying (Passive) 
  When this creature is brought to 0 Hit Points, they become Helpless 
  instead of dying. At the end of its next turn, this creature begins to 
  rumble. At the end of the turn after that, it revives, stands up, and 
  restores 25% of its Hit Points. This creature can be slain if directly 
  attacked while Helpless. 
  Limited Intelligence, Darkvision, Scent Sense, 
  Undead 
  Resistance: Sharp damage (Rank 5) 
  Weakness: Light 
  Mount 
  Combat 
  5 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  4 
   
  Magic 
  0 
  Stamina 
  4 
  Athletics 
  5 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  4 
  Agility 
  4 
  Fortitude 
  4 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  3 
   
  Discipline 
  3 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Simple Stalbone (Rank 1 Monster Part) 
   
  Stalhounds are the skeletons of war-dogs of 
  yore, still clad in shreds of their ancient hide. 
  They charge into battle recklessly, ripping 
  past foes with incredible speed. Organized 
  evil forces will sometimes use Stalhounds as 
  mounts, riding into battle atop the bare 
  husks of these hulking hounds. 
   
   
  
   
   
   
  79 
  BestiaryBestiary 
   
  Parutamu 
  Parutamu 
  Rank 2 Arcane Protector Heavy 
  HP: 40 
  MP: 0 
   
  SP: 36 
  Defense: 8 (Medium) 
  Concentration: 15 
  Initiative: +4 
  Evasion: 11 
  Size: Medium 
  Vitality: 15 
  Movement: 4 (Walking) 
  Strike 
  Damage: 15 
  To-Hit Check: +8 
  Range: Melee 
  Lizalfos Leap 
  8 Stamina 
  Damage: - 
  Range: - 
  Use Requirement: A foe moves into a square 
  adjacent to you 
  You immediately move 3 squares away from them, in any direction. 
  This does not consume your Movement. 
  Mipha’s Vault 
  12 Stamina 
  Damage: 20 
  Range: Horiz. Jump 4 
  Before performing the attack, you jump on top of your target, using 
  your horizontal jump, even if you have already reached you 
  maximum Movement for the turn. Roll To-Hit target’s Concentration; 
  on success, target is Knocked Prone. You then land on a square of 
  your choice adjacent to your target. This attack cannot be 
  performed if you are Halted or Slowed. 
  Shield Clash 
  2, 4, or 10 Stamina 
  Damage: - 
  Range: Melee, Burst 1, 
  or Burst 2 
  Roll To-Hit target’s Concentration; on success, they are Distracted 
  by you until the end of their next turn. 
  Default Weapon: Soldier’s Rusted Sword 
  (Rank 2 Metal Weapon, Neglected style) 
  Accuracy: 3 
  Attack: 9 
  Durability: 3 
   
  Soldier’s Rusted Shield 
  (Rank 2 Metal Weapon, Neglected Style) 
  Accuracy: 4 
  Attack: 7 
  Durability: 2 
  Undying (Passive) 
  When this creature is brought to 0 Hit Points, they become Helpless 
  instead of dying. At the end of its next turn, this creature begins to 
  rumble. At the end of the turn after that, it revives, stands up, and 
  restores 25% of its Hit Points. This creature can be slain if directly 
  attacked while Helpless. 
  Limited Intelligence, Darkvision, Undead 
  Resistance: Sharp damage (Rank 5) 
  Weakness: Light 
  Combat 
  6 
   
  Willpower 
  3 
  Accuracy 
  5 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  5 
   
  Arcana 
  2 
  Nature 
  0 
  Civilization 
  3 
   
  Perception 
  4 
  Agility 
  3 
  Fortitude 
  5 
   
  Influence 
  1 
  Command 
  2 
  Intimidate 
  4 
   
  Discipline 
  5 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  2 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapons (when available) 
  3x Sturdy Stalbone (Rank 2 Monster Part) 
   
  Parutamu are big, hulking Stalfos who wear 
  ancient metal armor to protect themselves. 
  They think little of their own safety, and use 
  Mipha’s Vault to launch into the fray. They 
  then defend their allies to the undeath.   
  Stalfos Lore 
  Novice (DC 7): Stalfos’ bones come from 
  fallen travelers. The stronger the deceased, 
  the stronger the resultant Stalfos.  
   
  Journeyman (DC 10): Stalfos prefer dark 
  and shaded places, or to come out at night. 
  While sunlight does not harm them, they still 
  cower at the sight of it. 
   
  Adept (DC 13): Stalfos aren’t always active. 
  Sometimes, they go dormant, resting as a 
  conspicuous pile of bones, or burying their 
  bodies in the dirt so that only their head 
  remains visible.   
   
  Expert (DC 16): Travelers tell rumors of the 
  Kingdom of Ikana, a once-great country, 
  now populated entirely by Stalfos and other 
  undead. Some say they fought a war so 
  heinous, and so full of hatred, that the dead 
  continue to fight it still. 
   
   
  
   
   
   
  80 
  BestiaryBestiary 
   
  Statues 
  Statues have long been common traps in 
  Zelda games. They watch from the quiet, 
  dark corners of the room, and shoot magical 
  attacks at whatever offends them. 
   
  One Statue may not look like another; their 
  appearance often varies, based on the motif 
  of the dungeon or cavern they’re in. 
  Face Lamp 
  Face Lamp 
  Rank 0 Mechanical Trap 
  HP: 20 
  MP: 16 
   
  SP: 8 
  Defense: 10 (Impervious) 
  Concentration: 15 
  Initiative: +0 
  Evasion:   0 
  Size: Medium 
  Vitality: 15 
  Movement: None 
  Use Staff 
  Damage: 6, Fire 
  To-Hit Check: +5 
  Range: Projectile 8 
  Roll To-Hit Target’s Concentration; on success, target is Blinded 
  until the end of their next turn. 
  Default Weapon: Magic Ember 
  (Rank 0 Natural Staff) 
  Accuracy: 2 
  Attack: 3 
  Durability: - 
  Deftly Deflectable (Passive) 
  If a creature uses the Deflect Reaction against this trap’s attack, or 
  if they are using the Defend action while equipped with a shield, 
  then this trap’s attacks deal no damage nor ill effects to them. 
  Flame-Fueled (Passive) 
  This trap contain a flame that uses no fuel, but can be extinguished. 
  If that flame is put out (such as if you are struck with Water damage 
  or smothered), this trap goes inert until the flame is lit again. 
  Timid Trap (Passive) 
  This trap only attacks while there are allied creatures present, or 
  while specifically kept active by a mechanism in the vicinity. If those 
  conditions are not met, this trap goes inert and ceases attacking. 
  Instinctive Intelligence 
  Immunity: Flirt 
  Combat 
  0 
   
  Willpower 
  3 
  Accuracy 
  3 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  0 
  Athletics 
  0 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  3 
  Agility 
  0 
  Fortitude 
  5 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  5 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Gravel, Slag Scraps, or Ruby, Rank 0 
   
  Face Lamps are common traps in the many 
  temples, dungeons, and caves of Hyrule and 
  beyond. Their ever-burning embers fling 
  small balls of flame at intruders. However, 
  they are actually rather timid – if all the 
  monsters in the room are defeated, Face 
  Lamps will typically stop attacking and act as 
  simple braziers. 
   
   
   
  Stone Statue 
  Stone Statue 
  Rank 1 Mechanical Trap 
  HP: 20 
  MP: 0 
   
  SP: 0 
  Defense: 18 (Impervious) 
  Concentration: 15 
  Initiative: +0 
  Evasion:   0 
  Size: Medium 
  Vitality:  15 
  Movement: None 
  Use Rod 
  Damage: 10, Fire 
  To-Hit Check: +6 
  Range: Projectile 4 
  Default Weapon: Magic Eye 
  (Rank 1 Metal Rod) 
  Accuracy: 4 
  Attack: 5 
  Durability: - 
  Deftly Deflectable (Passive) 
  If a creature uses the Deflect Reaction against this trap’s attack, or 
  if they are using the Defend action while equipped with a shield, 
  then this trap’s attacks deal no damage nor ill effects to them. 
  Timid Trap (Passive) 
  This trap only attacks while there are allied creatures present, or 
  while specifically kept active by a mechanism in the vicinity. If those 
  conditions are not met, this trap goes inert and ceases attacking. 
  Vision Dependent (Passive) 
  This creature depends on its vision utterly. If Blinded or otherwise 
  unable to see any foes, it immediately goes inert. 
  Instinctive Intelligence 
  Immunity: Flirt 
  Combat 
  0 
   
  Willpower 
  5 
  Accuracy 
  5 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  0 
  Athletics 
  0 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  5 
  Agility 
  0 
  Fortitude 
  5 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  5 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Clay, Tykogi Iron, or Ruby, Rank 1 
   
  Stone Statues feature at least one large eye, 
  which turns to watch interlopers. When they 
  get too close, they unleash a small, short-
  range fireball. However, if they can’t see any 
  enemies, then they shut down and cease 
  attacking. 
   
   
  
   
   
   
  81 
  BestiaryBestiary 
   
  Beamos 
  Beamos 
  Rank 2 Mechanical Trap 
  HP: 28 
  MP: 0 
   
  SP: 0 
  Defense: 26 (Impervious) 
  Concentration: 17 
  Initiative: +0 
  Evasion:   0 
  Size: Medium 
  Vitality:  17 
  Movement: None 
  Use Rod 
  Damage: 15, Light 
  To-Hit Check: +11 
  Range: Projectile 4 
  Default Weapon: Beamos’ Eye 
  (Rank 2 Metal Rod) 
  Accuracy: 4 
  Attack: 8 
  Durability: - 
  Bullseye (Weak Point) 
  This creature’s eye is its Weak Point, and is Hard to Hit. Once 
  struck, this creature is Blinded, and its Weak Point cannot be struck, 
  until the end of its next turn. 
  Deftly Deflectable (Passive) 
  If a creature uses the Deflect Reaction against this trap’s attack, or 
  if they are using the Defend action while equipped with a shield, 
  then this trap’s attacks deal no damage nor ill effects to them. 
  Explosive End (Passive) 
  When this creature dies, it explodes. It immediately makes an attack: 
  Burst 1, +11 To-Hit; on hit, deal 15 damage and push the foe out 
  of the blast radius. 
  Vision Dependent (Passive) 
  This creature depends on its vision utterly. If Blinded or otherwise 
  unable to see any foes, it immediately goes inert. 
  Instinctive Intelligence 
  Immunity: Flirt 
  Combat 
  0 
   
  Willpower 
  7 
  Accuracy 
  7 
  Hearts 
  7 
   
  Magic 
  0 
  Stamina 
  0 
  Athletics 
  0 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  7 
  Agility 
  0 
  Fortitude 
  7 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  7 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Gear (Ancient Material)  
       or Diamond, Rank 2 
   
  Beamos are a fearsome trap, their eye-laser 
  punishing any dungeon-delver who steps 
  within their small domain. If the room’s layout 
  allows it, they can be run past very quickly. 
  Unique to the Beamos, their eye is a Weak 
  Point, the potent Light magic inside 
  rendering it potentially unstable. If a Hero 
  decides to destroy a Beamos, watch out for 
  its explosive death throes! 
   
   
   
   
   
   
   
   
   
   
  Medusa 
  Medusa 
  Rank 2 Mechanical Trap 
  HP: 20 
  MP: 0 
   
  SP: 0 
  Defense: 26 (Impervious) 
  Concentration: 17 
  Initiative: +0 
  Evasion:   0 
  Size: Medium 
  Vitality:  17 
  Movement: None 
  Use Staff 
  Damage: 16, Fire 
  To-Hit Check: +9 
  Range: Projectile 8 
  Default Weapon: Medusa Tongue 
  (Rank 2 Metal Staff) 
  Accuracy: 2 
  Attack: 9 
  Durability: - 
  Deftly Deflectable (Passive) 
  If a creature uses the Deflect Reaction against this trap’s attack, or 
  if they are using the Defend action while equipped with a shield, 
  then this trap’s attacks deal no damage nor ill effects to them. 
  Easy Freezy (Passive) 
  If this creature is struck with Ice damage, it is automatically and 
  immediately Frozen. 
  Instinctive Intelligence 
  Immunity: Flirt 
  Combat 
  0 
   
  Willpower 
  7 
  Accuracy 
  7 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  0 
  Athletics 
  0 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  7 
  Agility 
  0 
  Fortitude 
  7 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  7 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Granite, Soldier Steel, or Ruby, Rank 2 
   
  Medusa are small stone squares, comprising 
  of a large open mouth and tongue. They 
  fling fireballs at any foes within range, even 
  when all other monsters are defeated. 
  However, they can easily be Frozen with any 
  Ice attack. 
   
   
  
   
   
   
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  Yomo Medusa 
  Yomo Medusa 
  Rank 3 Mechanical Trap 
  HP: 20 
  MP: 12 
   
  SP: 0 
  Defense: 34 (Impervious) 
  Concentration: 17 
  Initiative: 0 
  Evasion: 10 
  Size: Medium 
  Vitality:  17 
  Movement: None 
  Sweep 
  Damage: 15 
  To-Hit Check: +6 
  Range: Sweep 2 
  Yomo Fire 
  10 Magic 
  Damage: 20, Fire 
  Range: Projectile 8 x4 
  Make a Basic Attack in each of the four cardinal directions. 
  Default Weapon: Yomo Medusa Tongue 
  (Rank 2 Metal Staff) 
  Accuracy: 2 
  Attack: 12 
  Durability: - 
  Deftly Deflectable (Passive) 
  If a creature uses the Deflect Reaction against this trap’s attack, or 
  if they are using the Defend action while equipped with a shield, 
  then this trap’s attacks deal no damage nor ill effects to them. 
  Easy Freezy (Passive) 
  If this creature is struck with Ice damage, it is automatically and 
  immediately Frozen. 
  Instinctive Intelligence 
  Immunity: Flirt 
  Combat 
  0 
   
  Willpower 
  8 
  Accuracy 
  7 
  Hearts 
  5 
   
  Magic 
  3 
  Stamina 
  0 
  Athletics 
  0 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  7 
  Agility 
  0 
  Fortitude 
  7 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  7 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Limestone, Knuckle Alloy, or Ruby, Rank 3 
   
  The Yomo Medusa is a curious stone statue, 
  designed to fling fireballs in four directions. 
  When it detects a foe using an attack directly 
  in line with one of those holes, it uses Yomo 
  Fire to fire all four directions at once. If 
  Heroes are careful not to attack while in line 
  with it, then it will never actually cause them 
  any harm.
   
   
   
  
   
   
   
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  Talus 
  Talus are huge stone behemoths, without 
  face or mind of any kind. They sleep away 
  the ages, looking like a boulder or hill – until 
  someone rouses them. Then, they rise up, 
  and proceed to smash anything nearby, 
  before settling down for a decades’ nap. 
  Pebblits, the young form of a Talus, can be 
  found in those same environs. Wherever you 
  see more than a few Pebblit, be wary – you 
  might already be standing on a Talus.  
  Talus, Pebblit, and Elements 
  Talus and Pebblits’ weaknesses and abilities depend on the element they’ve taken on. Use this 
  table to determine what effects a Talus or Pebblit of a given element might have. 
  Element 
  Gemstone Status 
  Weakness 
  Terrain 
  Darkness 
  Onyx 
  Blinded 
  Light 
  Mire 
  Earth 
  Emerald 
  Sand-Covered 
  Ice 
  Sand, Deep 
  Fire 
  Ruby 
  On Fire 
  Water 
  Brushfire 
  Ice 
  Sapphire 
  Slowed 
  Fire 
  Ice, Dry 
  Light 
  Diamond 
  Cursed 
  Darkness 
  Tall Grass 
  Shock 
  Topaz 
  Off-Balance 
  Earth 
  Electrified 
  Water 
  Opal 
  Soaked 
  Shock 
  Water, Fresh 
   
   
   
  
   
   
   
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  Pebblit 
  Pebblit  
  Rank 1 Natural Warrior  
  HP: 8 
  MP: 0 
   
  SP: 24 
  Defense: 12 (Extreme) 
  Concentration: 11 
  Initiative: +1 
  Evasion:   5 
  Size: Small 
  Vitality:  15 
  Movement: 3 (Walking) 
  Strike 
  Damage: 4, (Element) 
  To-Hit Check: +8 
  Range: Melee 
  Default Weapon: Pebblit Punch 
  (Rank 0 Natural Fist, (Element) damage) 
  Accuracy: 5 
  Attack: 2 
  Durability: - 
  Elemental Aura (Passive) 
  If grappled, touched, or attacked with a bare hand, the attacking 
  creature is inflicted with (Element’s Status). If struck with (Weakness 
  Element) damage, the creature’s elemental aura disappears until the 
  end of its next turn, and it may be safely touched. 
  Fragile (Passive) 
  If thrown, pushed into a solid object, or if it suffers falling damage, 
  this creature shatters upon impact, instantly killing it. Dying in this 
  way this reduces this amount of Dropped Materials by one. 
  Silent Stone (Passive) 
  +5 to Agility for the purposes of Stealth checks while not moving. 
  Throwable (Passive) 
  Once Grappled, this creature can be thrown as a two-handed 
  weapon with an Attack of 2 and an Accuracy of 3. 
  Instinctive Intelligence 
  Weakness: Blunt weapons, (Weakness Element) 
  Immunity: (Element’s status), Blinded, Sick 
  Combat 
  2 
   
  Willpower 
  0 
  Accuracy 
  3 
  Hearts 
  2 
   
  Magic 
  0 
  Stamina 
  2 
  Athletics 
  3 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  1 
  Fortitude 
  5 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  0 
   
  Discipline 
  1 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  2 
   
  Enchanting 
  0 
  Cooking 
  1 
  Drops: 1x Rank 1 Elemental Gem  
  1x Rank 1 Metal 
  1x Rank 1 Stone (if using Stone; else, Metal) 
   
  Pebblits are weak, unable to cause the 
  massive pain that a fully-grown Talus can. 
  They’re very durable, unless struck with one 
  of their many weaknesses: a blunt weapon 
  will destroy them utterly, but so will being 
  thrown, pushed off a cliff, or being smashed 
  into a hard surface. They can even be 
  chucked much like any normal rock, making 
  them useful impromptu weapons for the 
  empty-handed Hero. 
  Pebblits are mindless, more forces of nature 
  than animals – they rush towards whatever 
  creature has irked them, and try to bump 
  them into submission. 
   
  Pebblits take on aspects of their environs, 
  absorbing ambient elemental energies. This 
  makes them a great way to find Gems, but 
  also means that one horde of Pebblits may 
  act a little differently than another. See the 
  table below to see how Pebblits of a given 
  element differ. 
  Pebblit Lore 
  Effortless (DC 4): Pebblits look just like a 
  normal rock, right up until they begin to 
  move. Though relatively harmless, they can 
  still be a nuisance. 
   
  Novice (DC 7): Pebblits aren’t always a sign 
  that there’s a Talus (though a wise 
  adventurer should assume such, until proven 
  otherwise). An easy way to find out is simply 
  to destroy a Pebblit – if a nearby hill rises up 
  and wants to smash you, you’ll know that 
  there’s a Talus nearby. 
   
  Journeyman (DC 10): You may have heard 
  tavern-tales of a mountain village where 
  people toss Pebblits down the slopes, aiming 
  to see whose poor rock creature gets the 
  furthest, bounces the highest, or strikes the 
  most other Pebblits as they slowly clamber 
  up the mountain, It sounds like quite the 
  sport, a bit like bowling or bocci – except the 
  ball and pins feebly try to fight back. 
   
   
   
   
   
  
   
   
   
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  Talus 
  Talus  
  Rank 2 Natural Warrior Miniboss 
  HP: 80 
  MP: 0 
   
  SP: 40 
  Defense: 16 (Extreme) 
  Concentration: 12 
  Initiative: +2 
  Evasion:   6 
  Size: Huge 
  Vitality:  20 
  Movement: 3 (Walking) 
  Sweep 
  Damage: 14, (Element) 
  To-Hit Check: +6 
  Range: Sweep 2 
  Boulder Bombard 
  4 Stamina 
  Damage: 14, (Element) 
  Range: Blast 2 within 8 
  Use Requirement: At least one fist remaining. 
  The affected area is now (Element’s Terrain).  
  The Talus loses one of its Fists. 
  Windup Strike 
  6 Stamina 
  Damage: 14, (Element) 
  Range: Melee 
  Roll To-Hit target’s Concentration; on success, this attack instead 
  does 20 damage. 
  Default Weapon: Talus’ Boulders 
  (Rank 2 Natural Fist, (Element) damage) 
  Accuracy: 5 
  Attack: 8 
  Durability: - 
  Elemental Aura (Passive) 
  If grappled, touched, or attacked with a bare hand, the attacking 
  creature is inflicted with (Element’s Status). If struck with (Weakness 
  Element) damage, the creature’s elemental aura disappears until the 
  end of its next turn, and it may be safely touched. 
  Fists of Clay (Weak Point) 
  Each of a Talus’ Fists can be targeted by attacks, separate from its 
  main body, and are Hard to Hit. If struck with any Critical Hit or 
  Blunt attack, the fist will disintegrate – this causes the Talus no 
  damage, but reduces its Accuracy by 1 and Slows it. If both fists are 
  destroyed, the Talus is Halted and can only use its Strike Basic 
  Attack. The Talus may spend a turn regenerating its Fists, ending 
  these conditions. 
  Orebrain (Weak Point) 
  The Talus has a large ore node atop it. If fired upon from a distance, 
  the ore node is Hard to Hit. The ore node can be struck in melee if 
  the attacker first climbs on top of the Stone Talus (a DC 13 
  Athletics check, DC 10 if the Talus is Slowed, DC 7 if Halted). This 
  ore node is its weak point. If its ore node is struck in melee, the 
  Talus will spend its next turn shuddering, throwing the attacker off 
  its back in a random direction (and potentially causing fall damage; 
  the Talus is 3 squares tall). 
  Silent Stone (Passive) 
  +5 to Agility for the purposes of Stealth checks while not moving. 
  Instinctive Intelligence 
  Weakness: Blunt weapons, (Weakness Element) 
  Immunity: (Element’s status), Blinded, Sick 
  Combat 
  6 
   
  Willpower 
  0 
  Accuracy 
  2 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  8 
   
  Arcana 
  0 
  Nature 
  0 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  2 
  Fortitude 10 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  4 
   
  Discipline 
  2 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 6 materials, equally split between: 
  • Rank 2 Elemental Gem  
  • Rank 2 Metal 
  • Rank 2 Stone (if using Stone) 
   
   
   
   
   
   
  Once a Stone Talus is awoken, it begins 
  rampaging, attempting to kill whatever woke 
  it. It will only stop when the offending 
  creature flees for its life. Thankfully, Talus are 
  easily outpaced. 
   
  While fighting, the Stone Talus will attempt to 
  close to melee and smash its foe with its 
  stony fists. If no foe is within its movement 
  range to smash in melee, it will stay still, and 
  Bombard a foe with a Boulder. 
  Talus Lore 
  Novice (DC 7): It’s impossible to tell a Talus 
  from a large boulder, until you get too close. 
  If you feel the earth move under your feet, 
  run – it may be that you’ve awakened a 
  Stone Talus! 
   
  Journeyman (DC 10): If you see a ripe, 
  jutting vein of sparkling ore in the middle of 
  nowhere, beware – it is likely a resting Talus. 
  Many fools have let their greed be the end of 
  them in this way.  
   
  Adept (DC 13): Goron miners share a tale 
  of a headstrong delver who tunneled deep 
  into an uninhabited mountain, only to 
  discover it was a giant Talus. However, there 
  are different versions of the story – some 
  where the Talus rends a rift in the earth, 
  some where the delver defeats the Talus and 
  scatters riches throughout the world, and 
  some where he digs within the massive 
  Talus, and takes control of the unthinking 
  beast… 
   
  Expert (DC 16): Subrosians may have dealt 
  with Talus in the distant past, as well – the 
  stories are unclear. This has lead some 
  scholars to believe that they originate from 
  beneath the crust of the earth. 
   
   
  
   
   
   
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  Tektites 
  Tektite 
  Tektite 
  Rank 1 Natural Warrior 
  HP: 12 
  MP: 0 
   
  SP: 20 
  Defense: 4 (Light) 
  Concentration: 12 
  Initiative: +5 
  Evasion: 15 
  Size: Medium 
  Vitality:  13 
  Movement: 8 (Walking) 
  Strike 
  Damage: 7 
  To-Hit Check: +7 
  Range: Melee 
  Jump Attack 
  6 Stamina 
  Damage: 12 
  Range: Jump 4, Melee 
  You jump towards your target in a straight line, landing next to them, 
  even if you have already reached you maximum Movement for the 
  turn. You are Off-Balance until the start of your next turn. This 
  attack cannot be performed if you are Halted or Slowed. 
  Lizalfos Leap 
  (Reaction) 
  8 Stamina 
  Damage: - 
  Range: Self 
  Use Requirement: A foe moves into a square 
  adjacent to you 
  You immediately move 3 squares away from them, in a non-vertical 
  direction of your choice. This does not consume your Movement. 
  Default Weapon: Tektite Leg 
  (Rank 1 Natural Hammer) 
  Accuracy: 3 
  Attack: 4 
  Durability: - 
  High-Tension Tendons (Passive) 
  This creature is not Slowed by Difficult Terrain. It can skirt on the 
  surface of still water, though it is Slowed while doing so. 
  Instinctive Intelligence 
  Weakness: Piercing damage 
  Combat 
  3 
   
  Willpower 
  0 
  Accuracy 
  4 
  Hearts 
  3 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  5 
   
  Arcana 
  0 
  Nature 
  3 
  Civilization 
  0 
   
  Perception 
  4 
  Agility 
  5 
  Fortitude 
  3 
   
  Influence 
  1 
  Command 
  0 
  Intimidate 
  3 
   
  Discipline 
  2 
  Insight 
  1 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  0 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Tektite Carapace (Rank 1 Monster Part) 
   
  Tektites behave simply: they leap to and fro, 
  seemingly at random, before using a Jump 
  Attack against their prey. Often found in 
  mountainous regions, Tektites are known to 
  be a leading cause of ‘death from above’ – 
  second, perhaps, only to falling boulders. 
   
   
   
  
   
   
   
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  Three-of-a-Kind 
  Three-of-a-Kind are strange things, like 
  something out of a fever dream. They are 
  walking cards, as big as a person, with 
  rounded edges and malevolent eyes. Their 
  suits change with every passing second. 
  Unable to be slain by normal damage, they 
  can only be defeated by making all of their 
  suits match. 
   
  Three-of-a-Kind are both annoying, and 
  rewarding. They shuffle towards any nearby 
  foes and bop them with their Blackjack. Their 
  Distracting nature may necessitate striking 
  one simply to stop the incessant annoyance. 
  However, Three-of-a-Kind are well worth 
  dealing with, as they can provide a variety of 
  treasure once defeated. 
   
   
   
   
   
   
   
   
   
   
  Three-of-a-Kind 
  Rank 2 Arcane Protector 
  HP: 12 
  MP: 12 
   
  SP: 12 
  Defense: 33 (Impervious) 
  Concentration: 13 
  Initiative: +3 
  Evasion: 13 
  Size: Medium 
  Vitality:  13 
  Movement: 8 (Walking) 
  Strike 
  Damage: 12 
  To-Hit Check: +7 
  Range: Melee 
  Jump Attack 
  6 Stamina 
  Damage: 12 
  Range: Jump 3, Melee 
  You jump towards your target in a straight line, landing next to them, 
  even if you have already reached you maximum Movement for the 
  turn. You are Off-Balance until the start of your next turn. This 
  attack cannot be performed if you are Halted or Slowed. 
  Lizalfos Leap 
  (Reaction) 
  8 Stamina 
  Damage: - 
  Range: Self 
  Use Requirement: A foe moves into a square 
  adjacent to you 
  You immediately move 3 squares away from them, in a non-vertical 
  direction of your choice. This does not consume your Movement. 
  Magic Shuffle 
  12 Magic 
  Damage: - 
  Range: Burst 3 
  For each target in range (including the user), move the target (2d6 
  – 7) squares up, and (2d6 – 7) squares left, on the map. (If the 
  position is inherently unsafe, such as a bottomless pit or inside a 
  wall, instead place them on the nearest safe space.) 
  Default Weapon: Blackjack 
  (Rank 2 Natural Club) 
  Accuracy: 4 
  Attack: 9 
  Durability: - 
  Distracting Deck (Passive) 
  While active, this creature is Distracting to all foes within Burst 3 
  who can see the Three-of-a-Kind. 
  Shuffling Suit (Passive) 
  This creature changes between card suits with every initiative tick. 
  Initiative Modulo 4 
  Suit 
  3 
  Clubs 
  2 
  Diamonds 
  1 
  Hearts 
  0 
  Spades 
  When it takes damage, this creature’s suit freezes, and it loses its 
  turn until all other Three-of-a-Kind in the area are also struck, 
  freezing their suits. If all Three-of-a-Kind in an area land on the 
  same suit, then all Three-of-a-Kind are immediately defeated; 
  otherwise, all Three-of-a-Kind regain their turns, unharmed. 
  Instinctive Intelligence 
  Combat 
  3 
   
  Willpower 
  3 
  Accuracy 
  3 
  Hearts 
  3 
   
  Magic 
  3 
  Stamina 
  3 
  Athletics 
  3 
   
  Arcana 
  3 
  Nature 
  3 
  Civilization 
  3 
   
  Perception 
  3 
  Agility 
  3 
  Fortitude 
  3 
   
  Influence 
  3 
  Command 
  3 
  Intimidate 
  3 
   
  Discipline 
  3 
  Insight 
  3 
  Mechanics 
  3 
   
  Perform 
  3 
  Guile 
  3 
  Smithing 
  3 
   
  Enchanting 
  3 
  Cooking 
  3 
  Drops: If destroyed on Clubs: 
  • 15x Tippen Trefoil 
    (Rank 2 Food Ingredient, Subtle) 
  If destroyed on Diamonds: 
  • 120 Rupees 
  If destroyed on Hearts: 
  • 1x “Heart of the Cards” Potion 
    (Elixir: Restores 4 Health) 
  If destroyed on Spades: 
  • Random Rank 2 Tool or Weapon 
   
   
  
   
   
   
  88 
  BestiaryBestiary 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wallmaster 
  Wallmasters are giant, disembodied hands, 
  lurking in dungeons and the dark, forgotten 
  places of the world. They like to drop on top 
  of foes, grab them, and drag them into the 
  walls (hence their name). In a pinch, they 
  can take more direct measures, too. 
   
  When a Wallmaster grabs a foe, they will 
  attempt to drag them into the nearest wall or 
  ceiling, squeezing them all the while. Once 
  the Wallmaster has dragged a Hero into the 
  dungeon’s stonework, it stops squeezing – 
  because the Hero is unable to escape its 
  grasp without being stuck in the stone 
  forever. The Wallmaster then moves to the 
  dungeon’s entrance, or some other pre-
  determined location, and deposits the Hero 
  unceremoniously. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wallmaster 
  Rank 3 Arcane Hunter 
  HP: 20 
  MP: 0 
   
  SP: 20 
  Defense: 10 (Medium) 
  Concentration: 15 
  Initiative: +6 
  Evasion: 15 
  Size: Medium 
  Vitality:  15 
  Movement: 6 (Flying) 
  Strike 
  Damage: 16 
  To-Hit Check: +10 
  Range: Melee 
  Fastball Special 
  6 Stamina 
  Damage: 5 
  Range: Projectile 8 
  Damage from this attack ignores Defense. Deal equal damage to the 
  thrown creature, also ignoring Defense. The thrown creature lands 
  adjacent to the target. 
  Slap Down 
  4 Stamina 
  Damage: 16 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, the target is Knocked Prone. 
  Default Weapon: Wallmaster Hand 
  (Rank 2 Natural Fist) 
  Accuracy: 5 
  Attack: 11 
  Durability: - 
  Big Squeeze (Passive) 
  You gain a +2 on Athletics rolls to begin or maintain a Grapple. 
  Whenever you successfully roll to maintain (but not begin) a Grapple, 
  you deal 2 damage to your Grappled foe, ignoring Defense. 
  Phasing (Passive) 
  This creature can pass through solid objects, walls, and floors, as if 
  they were Difficult Terrain. 
  Limited Intelligence, Magic Sense, Omnidirectional, 
  Undead 
  Immune: Blindness 
  Combat 
  5 
   
  Willpower 
  0 
  Accuracy 
  5 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  5 
  Athletics 
  7 
   
  Arcana 
  6 
  Nature 
  2 
  Civilization 
  3 
   
  Perception 
  4 
  Agility 
  7 
  Fortitude 
  5 
   
  Influence 
  2 
  Command 
  3 
  Intimidate 
  4 
   
  Discipline 
  5 
  Insight 
  2 
  Mechanics 
  4 
   
  Perform 
  0 
  Guile 
  3 
  Smithing 
  4 
   
  Enchanting 
  4 
  Cooking 
  4 
  Drops: 3x Wallmaster Fingernail (Rank 3 Monster Part) 
  
   
   
   
  89 
  BestiaryBestiary 
   
  Wizzrobe 
   
  Wizzrobe are among the most cunning and 
  magically-capable of evil creatures. With 
  faces permanently shrouded in darkness, 
  they disappear and reappear at a whim, 
  casting dangerous magic as easily as Heroes 
  cast aspersions on their annoying tactics. 
  Wizzrobe Lore 
  Journeyman (DC 10): Wizzrobes are skilled 
  wizards, known for their most annoying trick: 
  when they focus, they can slightly phase out 
  of existence, becoming hard to track or hit. 
  Wait for the Wizzrobe to manifest itself fully, 
  then unleash a mighty blow while you can. 
   
  Adept (DC 13): No one has ever seen a 
  Wizzrobe’s face, only their glowing eyes. 
  Some people think they may not have a face 
  at all, being instead an embodiment of 
  magic, or the spirit of some long-lost wizard 
  who delved too deep into arcane mysteries. 
   
  Expert (DC 16): Some clans of Wizzrobes 
  wear colorful, ornate headgear, resembling a 
  tropical bird’s beak. This may be a way for 
  them to convey personality, making up for 
  their lack of a corporeal face – or perhaps 
  the masks convey some mystical power. 
    
   
   
  Wizzrobe and Elements 
  Wizzrobes’ weaknesses and abilities depend on the element they’ve taken on. Use this table to 
  determine what effects a Wizzrobe of a given element might have. 
  Element 
  Status 
  Weakness Weather 
  (None) 
  Prone 
  (None) 
  Clear 
  Darkness 
  Blinded 
  Light 
  Coldsnap 
  Earth 
  Sand-Covered 
  Ice 
  Sandstorm 
  Fire 
  On Fire 
  Water 
  Heatwave 
  Ice 
  Slowed 
  Fire 
  Coldsnap 
  Light 
  Cursed 
  Darkness 
  Heatwave 
  Shock 
  Off-Balance 
  Earth 
  Rain 
  Water 
  Soaked 
  Shock 
  Rain 
   
   
   
  
   
   
   
  90 
  BestiaryBestiary 
   
  Wizzrobe Wand-Duelist 
  Wand-Duelist Wizzrobes are dangerous, yet 
  honorable, foes. They move in close to a 
  prospective target, and attempt to initiate a 
  Duel Circle with (ideally, just one) foe. If they 
  succeed, they then begin blasting away at 
  the foe with their Elemental Touch spell. 
   
  Wizzrobe Wand-Duelist 
  Rank 3 Arcane Protector 
  HP: 24 
  MP: 32 
   
  SP: 8 
  Defense: 13 (Heavy) 
  Concentration: 17 
  Initiative: +6 
  Evasion: 12 
  Size: Medium 
  Vitality:  14 
  Movement: 6 (Walking), 3 (Swimming) 
  Use Rod 
  Damage: 19 
  To-Hit Check: +9 
  Range: Projectile 4 
  Duel Circle 
  6 Magic (Bind) 
  Damage: - 
  Range: Melee 
  You attempt to create a Burst 1 Duel Circle, centered on the target 
  square. Roll To-Hit target’s Concentration; if all rolls succeed (or their 
  targets acquiesce), you successfully create a Duel Circle; otherwise, 
  the Bound Magic is returned to you. 
   
  Creatures inside the Duel Circle are Hard to Hit by those outside the 
  Duel Circle, and vice-versa. Any creature moving through the edge of 
  the Duel Circle takes 4 damage, unmitigated by Defense, and is 
  Slowed until the end of their next turn. This Burns the Bound Magic. 
  Elemental Touch 
  4 Magic 
  Damage: 21, (Element) 
  Range: Melee 
  Roll To-Hit Target’s Concentration; on success, target is afflicted 
  with the status associated with this creature’s current Element. 
  Wizzrobe’s Wave 
  2 Magic 
  Damage: 21 
  Range: Projectile 8 
   
  Default Weapon: Wizzrobe’s Wand 
  (Rank 3 Metal Rod) 
  Accuracy: 4 
  Attack: 11 
  Durability: 11 
  Arcanum Escutcheon 
  (Rank 3 Natural Shield) 
  Accuracy: 4 
  Attack: 10 
  Durability: - 
  Phasing Step (Passive) 
  If you do not use your Standard Action in a given turn, you are Hard 
  to Hit, and can pass through thin amounts of matter (such as grates 
  or doors) until you use a Standard Action or Reaction. 
  Telekinetic Talent (Passive) 
  This creature may use Arcana in place of Athletics for the purposes 
  of initiating Combat Maneuvers. 
  Rational Intelligence, Magic Sense 
  Weakness: (Weakness Element) 
  Immunity: (Element), (Element’s status), 
  (Element’s Weather) 
  Combat 
  4 
   
  Willpower 
  8 
  Accuracy 
  5 
  Hearts 
  6 
   
  Magic 
  8 
  Stamina 
  2 
  Athletics 
  3 
   
  Arcana 
  8 
  Nature 
  2 
  Civilization 
  5 
   
  Perception 
  4 
  Agility 
  6 
  Fortitude 
  4 
   
  Influence 
  4 
  Command 
  5 
  Intimidate 
  6 
   
  Discipline 
  7 
  Insight 
  3 
  Mechanics 
  2 
   
  Perform 
  4 
  Guile 
  5 
  Smithing 
  2 
   
  Enchanting 
  8 
  Cooking 
  2 
  Drops: Weapon (when available) 
  3x Wizzrobe Mote (Rank 3 Monster Part) 
   
  Wizzrobe Warison 
  Wizzrobe Warisons heal and guide their allies 
  with magic. They work well with less magical 
  foes, using Elemental Blessing to boost their 
  efficacy and keep them from being hurt by 
  other Wizzrobes’ attacks. 
   
  Wizzrobe Warison 
  Rank 3 Arcane Rallier 
  HP: 20 
  MP: 32 
   
  SP: 8 
  Defense: 8 (Light) 
  Concentration: 15 
  Initiative: +5 
  Evasion: 15 
  Size: Medium 
  Vitality:  15 
  Movement: 6 (Walking), 3 (Swimming) 
  Use Rod 
  Damage: 19 
  To-Hit Check: +8 
  Range: Projectile 4 
  Elemental Blessing 
  6 Magic (Bind) 
  Damage: - 
  Range: 1 target in 8 sq. 
  Select one: 
  • Target’s attacks now cause (Element) damage 
  • Target has a Rank 4 Resistance to (Element) 
  • Target has a Rank 4 Resistance to (Element’s Weather) 
  This may be applied multiple times to a target, each time 
  selecting a different effect. If the target creature is 
  knocked out, the Bound magic is Burned.  
  Fairy’s Light 
  2 Magic (Burn) 
  Damage: - 
  Range: Self, or Melee 
  The target regains 4 Health. 
  Fairy’s Reuvenation 
  4 Magic (Burn) 
  Damage: None 
  Range: 1 target in 8 sq. 
  The target removes one Status Effect of their choice from themselves. 
  Mage’s Guidance 
  8 Magic (Bind) 
  Damage: - 
  Range: 1 Target in 8 sq. 
  You create a bright light underneath your target. While this light is 
  under them, the target’s Concentration is reduced by 2, and they 
  cannot be Hard to Hit due to cover.  
  Wizzrobe’s Wave 
  2 Magic 
  Damage: 21 
  Range: Projectile 8 
   
  Default Weapon: Wizzrobe’s Wand 
  (Rank 3 Metal Rod) 
  Accuracy: 4 
  Attack: 11 
  Durability: 11 
  Phasing Step (Passive) 
  If you do not use your Standard Action in a given turn, you are Hard 
  to Hit, and can pass through thin amounts of matter (such as grates 
  or doors) until you use a Standard Action or Reaction. 
  Telekinetic Talent (Passive) 
  This creature may use Arcana in place of Athletics for the purposes 
  of initiating Combat Maneuvers. 
  Rational Intelligence, Magic Sense 
  Weakness: (Weakness Element) 
  Immunity: (Element), (Element’s status), 
  (Element’s Weather) 
  Combat 
  4 
   
  Willpower 
  8 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  8 
  Stamina 
  2 
  Athletics 
  3 
   
  Arcana 
  8 
  Nature 
  2 
  Civilization 
  5 
   
  Perception 
  5 
  Agility 
  5 
  Fortitude 
  5 
   
  Influence 
  5 
  Command 
  3 
  Intimidate 
  5 
   
  Discipline 
  5 
  Insight 
  5 
  Mechanics 
  2 
   
  Perform 
  4 
  Guile 
  4 
  Smithing 
  2 
   
  Enchanting 
  8 
  Cooking 
  2 
  Drops: Weapon (when available) 
  3x Wizzrobe Mote (Rank 3 Monster Part) 
   
   
   
  
   
   
   
  91 
  BestiaryBestiary 
   
  Wizzrobe Waveshaper 
  Wizzrobe Waveshapers control their chosen 
  element with aplomb, and even use it to 
  influence the weather in their immediate 
  vicinity. The longer a Waveshaper focuses 
  on the weather, the more deadly it becomes. 
   
  Wizzrobe Waveshaper 
  Rank 3 Arcane Blaster 
  HP: 20 
  MP: 32 
   
  SP: 8 
  Defense: 8 (Light) 
  Concentration: 15 
  Initiative: +6 
  Evasion: 16 
  Size: Medium 
  Vitality:  15 
  Movement: 6 (Walking), 3 (Swimming) 
  Use Staff 
  Damage: 20 
  To-Hit Check: +8 
  Range: Projectile 8 
  Command Weather 
  10 Magic 
  Damage: - 
  Range: Battlefield 
  The area’s weather becomes (Element’s Weather), Rank 1. If the 
  weather is already (Element’s Weather), the weather’s Rank 
  increases by 1. This weather ends at the end of the encounter. 
  Elemental Wave 
  6 Magic 
  Damage: 22, (Element) 
  Range: Cone 2 or Line 4 
  Roll To-Hit Target’s Vitality; on success, target is afflicted with the 
  status associated with this creature’s current Element. 
  Wizzrobe’s Wave 
  2 Magic 
  Damage: 22 
  Range: Projectile 8 
   
  Default Weapon: Wizzrobe’s Staff 
  (Rank 3 Wooden Staff) 
  Accuracy: 2 
  Attack: 12 
  Durability: 13 
  Phasing Step (Passive) 
  If you do not use your Standard Action in a given turn, you are Hard 
  to Hit, and can pass through thin amounts of matter (such as grates 
  or doors) until you use a Standard Action or Reaction. 
  Telekinetic Talent (Passive) 
  This creature may use Arcana in place of Athletics for the purposes 
  of initiating Combat Maneuvers. 
  Rational Intelligence, Magic Sense 
  Weakness: (Weakness Element) 
  Immunity: (Element), (Element’s status), 
  (Element’s Weather) 
  Combat 
  4 
   
  Willpower 
  8 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  8 
  Stamina 
  2 
  Athletics 
  3 
   
  Arcana 
  8 
  Nature 
  2 
  Civilization 
  5 
   
  Perception 
  4 
  Agility 
  6 
  Fortitude 
  5 
   
  Influence 
  3 
  Command 
  3 
  Intimidate 
  6 
   
  Discipline 
  5 
  Insight 
  2 
  Mechanics 
  2 
   
  Perform 
  4 
  Guile 
  4 
  Smithing 
  2 
   
  Enchanting 
  8 
  Cooking 
  2 
  Drops: Weapon (when available) 
  3x Wizzrobe Mote (Rank 3 Monster Part) 
   
   
   
   
   
   
   
  Wizzrobe Wilewright 
  Wizzrobe Wilewrights prefer to cause chaos, 
  rather than directly inflicting damage. They 
  use their Elemental Trick and Mage’s 
  Manipulation spells to debilitate foes, 
  depending on other monsters to finish them.  
   
  Wizzrobe Wilewright 
  Rank 3 Arcane Hunter 
  HP: 20 
  MP: 32 
   
  SP: 8 
  Defense: 10 (Medium) 
  Concentration: 16 
  Initiative: +8 
  Evasion: 16 
  Size: Medium 
  Vitality:  14 
  Movement: 6 (Walking), 3 (Swimming) 
  Use Staff 
  Damage: 20 
  To-Hit Check: +8 
  Range: Projectile 8 
  Elemental Trick 
  4 Magic 
  Damage: - 
  Range: 1 target in 8 sq. 
  Roll To-Hit Target’s Concentration; on success, target is afflicted 
  with the status associated with this creature’s current Element. 
  Mage’s Manipulation 
  4 Magic 
  Damage: - 
  Range: 1 target in 8 sq. 
  You may attempt a Combat Maneuver of your choice against the 
  target, as if you were in Melee range with them. 
  Vanish 
  8 Magic 
  Damage: None 
  Range: Burst 1 / Blast 3 
  Roll To-Hit target’s Concentration; on success, target is Blinded 
  until the end of their next turn. You may enter stealth as part of this 
  attack; if you do, all foes caught in the burst do not see your 
  movement for the remainder of your turn, regardless of whether or 
  not they were Blinded (but may still perform Reactions in response 
  to your attacks). 
  Wizzrobe’s Wave 
  2 Magic 
  Damage: 22 
  Range: Projectile 8 
   
  Default Weapon: Wizzrobe’s Staff 
  (Rank 3 Wooden Staff) 
  Accuracy: 2 
  Attack: 12 
  Durability: 13 
  Phasing Step (Passive) 
  If you do not use your Standard Action in a given turn, you are Hard 
  to Hit, and can pass through thin amounts of matter (such as grates 
  or doors) until you use a Standard Action or Reaction. 
  Telekinetic Talent (Passive) 
  This creature may use Arcana in place of Athletics for the purposes 
  of initiating Combat Maneuvers. 
  Rational Intelligence, Magic Sense 
  Weakness: (Weakness Element) 
  Immunity: (Element), (Element’s status), 
  (Element’s Weather) 
  Combat 
  4 
   
  Willpower 
  6 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  8 
  Stamina 
  2 
  Athletics 
  3 
   
  Arcana 
  8 
  Nature 
  2 
  Civilization 
  5 
   
  Perception 
  5 
  Agility 
  8 
  Fortitude 
  4 
   
  Influence 
  6 
  Command 
  3 
  Intimidate 
  6 
   
  Discipline 
  6 
  Insight 
  6 
  Mechanics 
  2 
   
  Perform 
  4 
  Guile 
  6 
  Smithing 
  2 
   
  Enchanting 
  8 
  Cooking 
  2 
  Drops: Weapon (when available) 
  3x Wizzrobe Mote (Rank 3 Monster Part) 
   
   
   
  
   
   
   
  92 
  BestiaryBestiary 
   
  Wolfos 
  Wolfos are bipedal, anthropomorphic wolf-
  men, much like legendary werewolves – 
  except that they don’t turn into people when 
  the sun comes up. They prefer to fight in 
  small groups, surrounding and circling foes 
  before lunging in for the kill. 
  Wolfos 
  Wolfos 
  Rank 2 Natural Warrior 
  HP: 20 
  MP: 0 
   
  SP: 24 
  Defense: 8 (Medium) 
  Concentration: 15 
  Initiative: +6 
  Evasion: 14 
  Size: Medium 
  Vitality:  15 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 18 
  To-Hit Check: +5 
  Range: Melee 
  Slap Down 
  4 Stamina 
  Damage: 18 
  Range: Melee 
  Roll To-Hit target’s Vitality; on success, the target is Knocked Prone. 
  Jump Attack 
  6 Stamina 
  Damage: 23 
  Range: Jump 4, Melee 
  You jump towards your target in a straight line, landing next to them, 
  even if you have already reached you maximum Movement for the 
  turn. You are Off-Balance until the start of your next turn. This 
  attack cannot be performed if you are Halted or Slowed. 
  Default Weapon: Wolfos Claw 
  (Rank 2 Natural Handaxe, Talking Animal style) 
  Accuracy: 2 
  Attack: 12 
  Durability: - 
  Light Step (Passive) 
  You treat Difficult Terrain as normal terrain. 
  Pack Hunter (Passive) 
  You gain a +1 on all To-Hit checks against foes, per ally adjacent to 
  that foe. 
  Limited Intelligence, Darkvision, Scent Sense 
  Weakness: Fire 
  Combat 
  6 
   
  Willpower 
  3 
  Accuracy 
  3 
  Hearts 
  5 
   
  Magic 
  0 
  Stamina 
  6 
  Athletics 
  5 
   
  Arcana 
  1 
  Nature 
  5 
  Civilization 
  2 
   
  Perception 
  6 
  Agility 
  6 
  Fortitude 
  5 
   
  Influence 
  2 
  Command 
  3 
  Intimidate 
  4 
   
  Discipline 
  5 
  Insight 
  3 
  Mechanics 
  0 
   
  Perform 
  2 
  Guile 
  2 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x White Wolfos Hide (Rank 2 Monster Part) 
   
  Wolfos are dangerous predators, hunting in 
  packs at night or under cover of inclement 
  weather. Though ruthless when on the hunt, 
  they can often be timid when caught at a 
  disadvantage, unafraid to turn tail and flee if 
  they think it means living another day. 
   
   
  Wolfos Lore 
  Journeyman (DC 10): Wolfos are powerful 
  pack predators, known to encircle their prey 
  before destroying them with their sharp 
  claws. If you hear howls echoing through the 
  forest, put a wall or stout tree at your back, 
  and prepare for a rough battle. 
   
  Adept (DC 13): A Wolfos’ tail is incredibly 
  sensitive. There are stories of a brave warrior 
  who caught a savage Wolfos by its tail, and 
  had total control over it – until he let go, and 
  the Wolfos turned and ate him. 
   
  Expert (DC 16): Wolfos are wild, but that 
  doesn’t mean they can’t be trained. The wily 
  bandit Sakon once trained a Wolfos to be his 
  loyal pet, leaving it in his hideout as a guard-
  dog while he went out to steal treasure. 
   
   
  
   
   
   
  93 
  BestiaryBestiary 
   
  Yiga 
  The Yiga are a clan of evil ninjas, often 
  resorting to theft, deception, and cold-
  blooded murder. They see Calamity Ganon 
  as the ultimate end of the battle of good 
  versus evil, and will stop at nothing to see 
  him restored and victorious. 
   
  Nothing, that is… except a tasty banana. 
   
  The Yiga lead a life of secrecy, and always 
  wear a mask when with other Yiga. This way, 
  no one knows anyone’s true face – so if 
  captured and tortured, they can’t reveal 
  anyone’s true identity. 
   
   
   
   
  
   
   
   
  94 
  BestiaryBestiary 
   
  Yiga Footsoldier 
  Yiga Footsoldiers may be the weakest, most 
  common soldier in the ranks of the Yiga, but 
  they are still a deadly threat. They often 
  pretend to be travelers in need of assistance 
  from brave Heroes – before they shed their 
  disguise, and strike. 
   
  Yiga Footsoldier 
  Rank 3 Civilized Warrior 
  HP: 24 
  MP: 24 
   
  SP: 24 
  Defense: 8 (Light) 
  Concentration: 13 
  Initiative: +7 
  Evasion: 17 
  Size: Medium 
  Vitality:  14 
  Movement: 6 (Walking), 3 (Swimming) 
  Strike 
  Damage: 21 
  To-Hit Check: +9 
  Range: Melee 
  Impa’s Disguise 
  2 Magic (Bind) 
  Damage: - 
  Range: Self 
  You alter details about your appearance as you see fit, up to and 
  including your race, gender, and worn armor. 
  Sudden Sweep 
  8 Stamina 
  Damage: 21 
  Range: Sweep 3 
  When you begin this attack, you may use your remaining Movement 
  to move in a straight line through enemies, before doing the Sweep. 
  Roll To-Hit target’s Vitality; on success, target is put Off-Balance.  
  Teleport Strike 
  12 Magic 
  Damage: 25 
  Range: 1 + (Arcana / 2) 
  Before performing the attack, you teleport above your target, even if 
  you have already reached you maximum Movement for the turn. Roll 
  To-Hit target’s Vitality; on success, target is Knocked Prone. You 
  then land on a square of your choice adjacent to your target. This 
  attack cannot be performed if you are Halted or Slowed. 
  Vanish 
  8 Magic 
  Damage: - 
  Range: Burst 1 or Blast 3 
  Roll To-Hit target’s Concentration; on success, target is Blinded 
  until the end of their next turn. You may enter stealth as part of this 
  attack; if you do, all foes caught in the burst (Blinded or not) do not 
  see your movement for the remainder of your turn. (They may still 
  perform Reactions in response to your attacks). 
  Default Weapon: Vicious Sickle 
  (Rank 3 Metal Sword, Sheikah Style) 
  Accuracy: 3 
  Attack: 14 
  Durability: 8 
  Biased Towards Bananas (Passive) 
  This creature is easily Distracted by the presence of Mighty Bananas. 
  Yiga Yadome-Jutsu (Passive) 
  You may Parry in response to Projectile attacks. 
  Rational Intelligence 
  Weakness: Based on Race (typically Light) 
  Combat 
  7 
   
  Willpower 
  4 
  Accuracy 
  6 
  Hearts 
  6 
   
  Magic 
  6 
  Stamina 
  6 
  Athletics 
  4 
   
  Arcana 
  4 
  Nature 
  5 
  Civilization 
  5 
   
  Perception 
  6 
  Agility 
  7 
  Fortitude 
  4 
   
  Influence 
  3 
  Command 
  2 
  Intimidate 
  5 
   
  Discipline 
  3 
  Insight 
  4 
  Mechanics 
  3 
   
  Perform 
  2 
  Guile 
  8 
  Smithing 
  5 
   
  Enchanting 
  4 
  Cooking 
  5 
  Drops: Weapon (when available) 
  2x Mighty Banana (R3 Mighty Food Ingredient) 
  128 Rupees 
   
   
  Yiga Earthweaver 
  Yiga Earthweavers use the very earth itself to 
  set traps, harass their foes, steal their 
  weapons, and protect their allies in a battle. 
   
  Yiga Earthweaver 
  Rank 3 Civilized Protector 
  HP: 20 
  MP: 28 
   
  SP: 16 
  Defense: 8 (Light) 
  Concentration: 16 
  Initiative: +5 
  Evasion: 15 
  Size: Medium 
  Vitality:  14 
  Movement: 6 (Walking), 3 (Swimming) 
  Use Staff 
  Damage: 22 
  To-Hit Check: +6 
  Range: Projectile 8 
  Earthen Shield 
  8 Magic (Bind) 
  Damage: - 
  Range: 1 Target in 8 sq. 
  The target is surrounded by a swarm of pebbles. As a Reaction, when 
  the target of this spell is struck by any damaging attack, you may 
  consume this effect (Spending the Magic) to reduce that damage by 
  50%, after applying Defense. If the attacker who triggered this effect 
  is within Melee range of the Spell’s original target, that attacker is 
  now Sand-Covered. 
  Magnesis 
  4 Magic 
  Damage: - 
  Range: 1 obj. in 8 sq. 
  You may move a single metallic object in any direction or maneuver 
  you like: up, down, side to side, towards or away from you. The 
  object must stay within the range of the spell, or it immediately falls 
  to the ground. The object can only move up to 6 squares in one 
  casting (one round). 
  Terrakinesis 
  1 Magic per sq. (Bind) 
  Damage: - 
  Range: 4 sq. w/in 8 sq. 
  The earth solidifies into a 2-square tall, 1-square wide block of solid 
  earth. Anything in the square is raised up on top of the block. This 
  block can be climbed and stood on. Wherever it was formed, the 
  block will stay put, and cannot be moved. During their turn as a Free 
  Action, the caster may dismiss the block(s), returning the bound 
  Magic. A block is destroyed by any attack that damages it, Spending 
  the Magic. You may have up to 10 total Magic Bound in this spell. 
  Yarna’s Vortex 
  8 Magic (Bind) 
  Damage: - 
  Range: Close Blast 3 
  The affected area becomes Quicksand. 
  Zaganaga’s Torrent 
  6 Magic 
  Damage: 24, Earth 
  Range: Projectile 4 
  The target is pushed away from you in a straight line, until there are 4 
  squares between you and them. Roll To-Hit target’s Vitality; on 
  success, target is Sand-Covered. 
  Default Weapon: Gravehewer 
  (Rank 3 Metal Staff, Sheikah Style) 
  Accuracy: 2 
  Attack: 14 
  Durability: 9 
  Biased Towards Bananas (Passive) 
  This creature is easily Distracted by the presence of Mighty Bananas. 
  Monastic Training (Passive) 
  You may now use Rods and Staves as Melee Weapons. You may use 
  either Combat or Willpower to determine the damage of Strike and 
  Sweep Basic Attacks made with Rods and Staves. 
  Yiga Yadome-Jutsu (Passive) 
  You may Parry in response to Projectile attacks. 
  Rational Intelligence 
  Weakness: Based on Race (typically Light) 
  Combat 
  4 
   
  Willpower 
  8 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  7 
  Stamina 
  4 
  Athletics 
  4 
   
  Arcana 
  7 
  Nature 
  5 
  Civilization 
  6 
   
  Perception 
  5 
  Agility 
  5 
  Fortitude 
  4 
   
  Influence 
  4 
  Command 
  2 
  Intimidate 
  5 
   
  Discipline 
  6 
  Insight 
  4 
  Mechanics 
  3 
   
  Perform 
  0 
  Guile 
  6 
  Smithing 
  5 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapon (when available) 
  2x Mighty Banana (R3 Mighty Food Ingredient) 
  128 Rupees 
  
   
   
   
  95 
  BestiaryBestiary 
   
  Yiga Blademaster 
  Yiga Blademasters, true to their name, are 
  highly skilled with their person-sized katanas. 
  These larger-than-life swordsmen can split 
  the earth asunder, cleave the wind in twain, 
  or end a wounded foe in a single strike. 
   
  Yiga Blademaster 
  Rank 3 Civilized Heavy Blaster 
  HP: 48 
  MP: 24 
   
  SP: 36 
  Defense: 10 (Medium) 
  Concentration: 13 
  Initiative: +5 
  Evasion: 14 
  Size: Medium 
  Vitality:  18 
  Movement: 6 (Walking), 3 (Swimming) 
  Sweep 
  Damage: 23 
  To-Hit Check: +6 
  Range: Sweep 2 
  Earthfist Strike 
  10 Magic 
  Damage: See Below 
  Range: A 2x2 in 8 sq. 
  You place an Updraft (4) on the chosen squares. At the start of your 
  next turn, the Updraft erupts into a sharp, rocky spire, dealing 27, 
  Earth damage to anyone in that space, pushing them out of it, and 
  turning that space into Difficult Terrain. 
  Fatal Blow 
  10 Stamina 
  Damage: 39 
  Range: Melee 
  Use Requirement: Target is in Peril 
   
  Vacuum Slice 
  6 Stamina 
  Damage: 23 
  Range: Projectile 4 
  Roll To-Hit target’s Vitality; on success, target is put Off-Balance. 
  Vanish 
  8 Magic 
  Damage: - 
  Range: Burst 1 or Blast 3 
  Roll To-Hit target’s Concentration; on success, target is Blinded until 
  the end of their next turn. You may enter stealth as part of this 
  attack; if you do, all foes caught in the burst (Blinded or not) do not 
  see your movement for the remainder of your turn. (They may still 
  perform Reactions in response to your attacks). 
  Windup Strike 
  6 Stamina 
  Damage: 23 
  Range: Sweep 2 
  Roll To-Hit target’s Concentration; on success, this attack instead 
  does 31 damage. 
  Default Weapon: Windcleaver 
  (Rank 3 Metal Greatsword, Sheikah Style) 
  Accuracy: 2 
  Attack: 15 
  Durability: 8 
  Biased Towards Bananas (Passive) 
  This creature is easily Distracted by the presence of Mighty Bananas. 
  Yiga Yadome-Jutsu (Passive) 
  You may Parry in response to Projectile attacks. 
  Rational Intelligence 
  Weakness: Based on Race (typically Light) 
  Combat 
  8 
   
  Willpower 
  6 
  Accuracy 
  4 
  Hearts 
  6 
   
  Magic 
  4 
  Stamina 
  6 
  Athletics 
  6 
   
  Arcana 
  4 
  Nature 
  5 
  Civilization 
  5 
   
  Perception 
  5 
  Agility 
  6 
  Fortitude 
  8 
   
  Influence 
  2 
  Command 
  2 
  Intimidate 
  5 
   
  Discipline 
  3 
  Insight 
  2 
  Mechanics 
  3 
   
  Perform 
  0 
  Guile 
  5 
  Smithing 
  5 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: Weapon (when available) 
  2x Mighty Banana (R3 Mighty Food Ingredient) 
  208 Rupees 
   
  Regarding Windcleavers 
  Windcleavers are known to Breath of the 
  Wild fans, for allowing Link to slice foes from 
  afar with a Vacuum Slice. You may allow 
  Windcleaver swords to do the same here, 
  though they do not do this by default! 
   
  If you wish to do this, we suggest it count as 
  a unique Enchantment upon the blade – 
  preventing Heroes from placing another 
  Enchantment to further boost its utility. 
   
  Of course, Heroes could attempt to learn the 
  technique themselves. In this case, it would 
  have a cost of 6 Tokens, and might be 
  available only at the GM’s say-so – likely, as 
  a reward for dealing with some Yiga threat.  
   
   
   
   
  
   
   
   
  96 
  BestiaryBestiary 
   
  Zirro 
  Zirro are mushrooms with wings and stubby 
  little feet. When angered, they dart to and fro 
  over the heads of their foes, dropping lit 
  Bombs beneath them – and giddily darting 
  just out of reach of any Hero who would try 
  to engage them in melee combat. 
  Zirro 
  The typical Zirro are most commonly found in 
  desolate outdoor areas, such as ravaged 
  fields, streams, and rocky hills. 
   
  Zirro 
  Rank 2 Natural Hunter 
  HP: 20 
  MP: 8 
   
  SP: 24 
  Defense: 6 (Light) 
  Concentration: 14 
  Initiative: +4 
  Evasion: 14 
  Size: Medium 
  Vitality:  14 
  Movement: 4 (Flying) 
  Shoot 
  Damage: 12 
  To-Hit Check: +7 
  Range: Projectile 8 
  Lizalfos Leap 
  (Reaction) 
  8 Stamina 
  Damage: - 
  Range: Self 
  Use Requirement: A foe moves into a square 
  adjacent to you 
  You immediately move 3 squares away from them, in a non-vertical 
  direction of your choice. This does not consume your Movement. 
  Zirro’s Bombardment 
  1 Magic 
  Damage: - 
  Range: Self 
  Drop a lit Bomb directly below you. (If you are in midair, the Bomb 
  lands safely on the ground beneath you.) This Bomb explodes at 
  the end of the user’s next turn. (Bombs explode in a Burst 1, and 
  deal 8 damage.) 
  Default Weapon: Zirro’s Bullets 
  (Rank 2 Natural Rod) 
  Accuracy: 2 
  Attack: 8 
  Durability: - 
  Artful Dodger (Passive) 
  If this creature has no status ailments and hasn’t used a Reaction 
  since its previous turn, it is Hard to Hit by all Melee attacks. 
  Instinctive Intelligence 
  Weakness: Fire 
  Combat 
  3 
   
  Willpower 
  4 
  Accuracy 
  4 
  Hearts 
  5 
   
  Magic 
  2 
  Stamina 
  6 
  Athletics 
  3 
   
  Arcana 
  2 
  Nature 
  3 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  4 
  Fortitude 
  4 
   
  Influence 
  2 
  Command 
  2 
  Intimidate 
  2 
   
  Discipline 
  4 
  Insight 
  2 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  2 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 2x Bombs 
  2x Zirro Wing (Rank 2 Monster Part) 
   
   
   
   
   
  
   
   
   
  97 
  BestiaryBestiary 
   
  Zol & Gel 
  Zols are blobs of green go, seeking the 
  detritus of dungeons. Wherever they go, 
  they leave a clean floor behind. 
  Zol 
  Zol 
  Rank 1 Natural Protector 
  HP: 16 
  MP: 12 
   
  SP: 12 
  Defense: 6 (Medium) 
  Concentration: 13 
  Initiative: +2 
  Evasion: 12 
  Size: Small 
  Vitality:  12 
  Movement: 4 (Walking) 
  Strike 
  Damage: 6, Water 
  To-Hit Check: +7 
  Range: Melee 
  Body Check 
  (Reaction) 
  4 Stamina 
  Damage: 4 
  Range: Special 
  Use Requirement: A foe leaves a square you are 
  adjacent to, and you are not Halted. 
  You enter the square the foe left. Roll To-Hit target’s Vitality; on 
  success, target is Pushed 1 square in a direction of your choice and 
  Knocked Prone, and you may choose to enter the square they 
  previously occupied. 
  Kyameron’s Splash 
  6 Magic 
  Damage: 6, Water 
  Range: Projectile 8 
  The Projectile from this Spell may bounce off of a single wall, solid 
  object, or other creature, but may only move 8 squares in total. (If it 
  bounces off of a creature, that creature is also considered a target 
  of this spell.) Roll To-Hit target’s Vitality; on success, the target is 
  Soaked. 
  Default Weapon: Spongy Bulb 
  (Rank 1 Natural Fist, Water damage) 
  Accuracy: 5 
  Attack: 4 
  Durability: - 
  Gel Split (Passive) 
  When struck with an attack, if that attack does not bring the Zol 
  down to 0 HP, then this creature splits into two separate swarms of 
  Gels, each Medium sized with 8 HP. Roll Initiative for the Gels, and 
  treat them as brand-new combatants. 
  Instinctive Intelligence 
  Resistance: Blunt damage (Rank 5) 
  Combat 
  2 
   
  Willpower 
  2 
  Accuracy 
  3 
  Hearts 
  4 
   
  Magic 
  3 
  Stamina 
  3 
  Athletics 
  2 
   
  Arcana 
  2 
  Nature 
  2 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  2 
  Fortitude 
  2 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  2 
   
  Discipline 
  3 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: 3x Zol Glob (Rank 1 Monster Part) 
   
  Zol aren’t known for their heavy damage 
  output, but they are known for getting in the 
  way quite effectively. They use their Body 
  Check Technique to bounce foes around. 
  Beware their Kyameron’s Splash spell if 
  you’re also fighting electric foes! 
   
  When struck, a single Zol will split into two 
  Gels. The only way to prevent this is to kill 
  the Zol in a single decisive blow. 
  Gel 
  Gel 
  Rank 0 Natural Protector Swarm 
  HP: - 
  MP: 0 
   
  SP: 0 
  Defense: 0 (Unarmored) 
  Concentration: 12 
  Initiative: +5 
  Evasion: 15 
  Size: Tiny 
  Vitality:  11 
  Movement: 6 (Walking) 
  Strike 
  Damage: 1, Water 
  To-Hit Check: +6 
  Range: Melee 
  Giant-Grappler (Passive) 
  This creature can attempt to Grapple foes of any size. 
  Sticky Squeeze (Passive) 
  You gain a +2 on Athletics rolls to begin or maintain a Grapple. 
  Creatures Grappled by you are merely Slowed, instead of Halted. 
  Instinctive Intelligence 
  Resistance: Blunt damage (Rank 5) 
  Combat 
  1 
   
  Willpower 
  1 
  Accuracy 
  2 
  Hearts 
  - 
   
  Magic 
  0 
  Stamina 
  0 
  Athletics 
  2 
   
  Arcana 
  1 
  Nature 
  1 
  Civilization 
  0 
   
  Perception 
  2 
  Agility 
  5 
  Fortitude 
  1 
   
  Influence 
  0 
  Command 
  0 
  Intimidate 
  1 
   
  Discipline 
  2 
  Insight 
  0 
  Mechanics 
  0 
   
  Perform 
  0 
  Guile 
  1 
  Smithing 
  0 
   
  Enchanting 
  0 
  Cooking 
  0 
  Drops: (Hearts) Gel Glob (Rank 0 Monster Part) 
   
  Gels don’t usually attempt to harm foes. 
  Instead, they prefer to Grapple foes to slow 
  them down, and hope that other monsters 
  will finish off their prey. 
  Zol & Gel Lore 
  Effortless (DC 4): Zol & Gel make their 
  homes in caves, dungeons, and other 
  underground spaces with lots of detritus to 
  eat. If you find yourself in a dungeon and the 
  floors are clean, be on the lookout for Zol! 
   
  Novice (DC 7): While Gel are most often 
  seen by cutting a Zol in two, clever 
  dungeon-designers will sometimes use them 
  on their lonesome. With their ability to slow 
  Heroes down, Gel can be deadly when 
  working in concert with other traps. 
   
  Journeyman (DC 10): Adventurous 
  homemakers have tried to domesticate Zol 
  for ages, with no success. The little slime-
  bags have a habit of ‘cleaning’ anything that 
  they find - whether asked to or not. 
   
   
  
   
   
   
  98 
  IndexIndex 
   
  Index 
  Rank 0 
  Swarm 
  Boe ...........................19 
  Bokoblin Peon .............20 
  Brigand Pledge ............24 
  Gel  ............................97 
  Gohma Larva ...............38 
  Insects .......................11 
  Keese ........................48 
  Octorok, Young ............65 
  Stal ............................77 
  Zombie .......................72 
  Zoro Beetle .................14 
  Trap 
  Face Lamp ..................80 
  Rank 1 
  Blaster 
  Blastworm ................... 16 
  Bokoblin Grenadier ....... 22 
  Brigand Hedge-Wizard .. 26 
  Rocktorok ................... 66 
  Boss Blaster 
  Aquamentus ................ 13 
  Boss Warrior 
  Queen Gohma ............. 39 
  Heavy Blaster 
  Derelict Guardian ......... 42 
  Hunter 
  Bokoblin Sniper............ 22 
  Brigand Ambusher ........ 25 
  Cat, Domestic................ 9 
  Cheep Cheep, Common. 28 
  Octorok ...................... 66 
  Rat, Common .............. 11 
  Stalfos ....................... 77 
  Tinsuit ........................ 12 
  Protector 
  Bokoblin Bodyguard...... 21 
  Brigand Bully ............... 26 
  Deku Baba .................. 35 
  Magmanos .................. 54 
  Zol ............................ 97 
  Rallier 
  Bokoblin Warcaller ........ 23 
  Brigand Apothecary ...... 25 
  Scaefos ...................... 74 
  Stalrobe ..................... 78 
  Swarm 
  Elemental Keese .......... 49 
  Moblin Rabble ............. 56 
  Trap 
  Blade Trap .................. 17 
  Stone Statue ............... 80 
  Warrior 
  Armos Statue............... 12 
  Bokoblin Berserker ....... 21 
  Brigand Ruffian ............ 27 
  Chuchu ...................... 29 
  Crow............................ 9 
  Dog, Domestic............. 10 
  Magtail ....................... 55 
  Pebblit ....................... 84 
  Spiked Beetle .............. 14 
  Stalhound ................... 78 
  Tektite ....................... 86 
  Rank 2 
  Blaster 
  Deep Cheep ............... 28 
  Moblin Firebringer ........ 57 
  Mothulette .................. 62 
  Shadow Puppet ........... 70 
  Boss Protector 
  Moldorm .................... 60 
  Boss Rallier 
  Stagnox ..................... 16 
  Boss Warrior 
  Huge Hikkun ............... 45 
  Hunter 
  Aeralfos ..................... 51 
  Guardian Skywatcher .... 43 
  Moa .......................... 37 
  Moblin Harpooner ........ 58 
  Simulacrum ................. 70 
  Treasure Octorok ......... 67 
  Zirro .......................... 96 
  Miniboss Warrior 
  Dodongo.................... 36 
  Talus ......................... 85 
  Protector 
  Bunraku ..................... 68 
  Dinolfos ..................... 52 
  Hardhat Beetle ............ 15 
  Horse ........................ 11 
  Like Like .................... 50 
  Moblin Guard .............. 58 
  Moldorm .................... 60 
  Parutamu ................... 79 
  ReDead ..................... 73 
  Three-of-a-Kind ........... 87 
  Rallier 
  Cantastor ................... 69 
  Moblin Secret-Keeper ... 59 
  Trap 
  Beamos ..................... 81 
  Chaser ....................... 17 
  Medusa ..................... 81 
  Warrior 
  Buzz Blob................... 18 
  Ghini ......................... 37 
  Goriya ....................... 40 
  Guardian Scout ........... 42 
  Helmasaur .................. 44 
  Hikkun ....................... 45 
  Lizalfos ...................... 52 
  Marionette .................. 69 
  Moblin Charger ............ 57 
  Snap Dragon .............. 76 
  Wolfos ....................... 92 
  Rank 3 
  Blaster 
  Cucco ........................10 
  Wizzrobe Waveshaper....91 
  Boss Blaster 
  Mothula ......................62 
  Boss Warrior 
  Hinox .........................64 
  Molduga .....................61 
  Heavy Blaster 
  Bombnox ....................64 
  Kanonnier ...................33 
  Yiga Blademaster ..........95 
  Heavy Protector 
  Rebonak .....................34 
  Heavy Rallier 
  Mazura .......................34 
  Heavy Warrior 
  Iron Knuckle ................33 
  Snurgle.......................76 
  Hunter 
  Rupee Like ..................50 
  Wallmaster ..................88 
  Wizzrobe Wilewright ......91 
  Miniboss Blaster 
  Guardian Stalker ...........43 
  Miniboss Protector 
  Keaton .......................46 
  Miniboss Warrior 
  Lynel..........................53 
  Protector 
  Wizzrobe Wand-Duelist ..90 
  Yiga Earthweaver ..........94 
  Rallier 
  Wizzrobe Warison .........90 
  Trap 
  Yomo Medusa ..............82 
  Warrior 
  Gibdo .........................73 
  Pols Voice ...................71 
  Yiga Footsoldier ...........94 
  Special 
  Dark Doppelganger . 30 
   
   
  
SOURCE: textdata/thevault/Deduped  Shit/Reclaim the Wild/Legend of Zelda - Reclaim the Wild - Ravage the Wild (bestiary).pdf