My Documents
Support GM Binder!
Hyrule Heroes
\pagebreak ## Table of Contents
- #### [
3
Part 1: Races
](#p3) - [
3
Hylian
](#p3) - [
4
Zora
](#p4) - [
5
Goron
](#p5) - [
6
Rito
](#p6) - [
6
Gerudo
](#p7) - [
6
Sheikah
](#p8) - [
6
Bokoblin
](#p9) - [
6
Lizalfos
](#p10) - #### [
32
Part 2: Creatures
](#p11) - [
32
Bokoblins
](#p11) - [
34
Moblins
](#p14) - [
36
Lizalfos
](#p14) - [
37
Chuchus
](#p15) - [
39
Kees
](#p15) - [
40
Talos
](#p15) - [
41
Lynels
](#p15) - [
45
Guardians
](#p17) - [
48
Yiga
](#p17) - #### [
28
Part 3: Magic Items
](#p18)
\pagebreak # Part 1: Races This chapter presents six new races for use in the land of Hyrule: Hylian, Zora, Goron, Rito, Gerudo, and Sheikah. Additionally, two new monstrous races are provided: Bokoblin and Lizalfos. These new options are available when you make a character, provided that your DM allows them in your campaign. ## Hylian ### Hylian Traits Your hylian character has certain traits. ***Ability Score Increase.*** One ability score of your choice increases by 2, and one other score of your choice increases by 1. ***Age.*** Hylians reach adulthood around the age of 20, and live up to 180 years. ***Alignment.*** Most hylian are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. ***Size.*** Hylian vary widely in height and build, from barely 5 feet to well over 6 feet tall and averaging about 180 pounds. Regardless of your position in that range, your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Hylian and one extra language of your choice. Hylians typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Gerudo greetings, Rito musical expressions, Goron expressions, and so on. ***Brave.*** You have advantage on saving throws against being frightened. ***Lucky.*** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. ***Skilled.*** You gain proficiency in one skill and one tool of your choice. > ##### Detect Balance > ___ > - **ASI Choice of +2:** +10 > - **ASI Choice of +1:** +5 > - **Brave:** +2 > - **Lucky:** +5 > - **Choice of Tool Proficiency:** +1 > - **Choice of Skill Proficiency:** +3 > > **Total: 26**
PART 1 | RACES
\pagebreakNum ## Zora ### Zora Traits Your zora character has certain traits. ***Ability Score Increase.*** Your Charisma score increases by 2, and one other score of your choice increases by 1. ***Age.*** Zora reach adulthood around the age of 50, and live up to 300 years. ***Alignment.*** Most zora are lawful neutral. ***Size.*** Zora are slightly taller than most hylians, standing between six and seven feet tall and averaging about 200 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Swimming.*** You have a swimming speed of 30 feet. ***Languages.*** You can speak, read, and write Hylian and Zora. ***Amphibious.*** You can breathe air and water. ***Cold Resistance.*** You have resistance to cold damage. ***Cryonis.*** You know the *shape water
XGE
* cantrip. Once you reach 3rd level, you can cast the *ice knife* and *fog cloud* spells as 1st-level spells; you must finish a long rest in order to cast each of these spell again using this trait. Once you reach 5th level, you can cast these spells as 2nd-level spells instead of 1st. Charisma is your spellcasting ability for these spells. > ##### Detect Balance > ___ > - **ASI +2:** +8 > - **ASI Choice of +1:** +5 > - **Swimming:** +2 > - **Amphibious:** +2 > - **Cold Resistance:** +3 > - **Non-Standard Delayed Spellcasting** +6 > > **Total: 26**
PART 1 | RACES
\pagebreakNum ## Goron ### Goron Traits Your goron character has certain traits. ***Ability Score Increase.*** Your Constitution score increases by 2, and your Strength score increases by 1. ***Age.*** Goron reach adulthood around the age of 50, and live up to 300 years. ***Alignment.*** Most goron are lawful. ***Size.*** Goron are significantly larger than most hylians, standing between seven and eight feet tall and averaging about 600 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 25 feet. ***Languages.*** You can speak, read, and write Hylian and Goron. ***Eat Your Gravel.*** Instead of regular food, your diet consists of stones and minerals. ***Fire Resistance.*** You have resistance to fire damage. ***Natural Armor.*** Your body of stone protects you from harm, giving you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. ***Tuck 'n Roll.*** You can curl into a ball as an action, protecting yourself and becoming a living boulder. Until you emerge, you gain a +4 bonus to AC. While curled up you are blinded and you can only move by rolling as an action. You can roll in a straight line up to your movement speed to ram another creature. The creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take bludgeoning damage equal to 2d6 + your Strength modifier and be knocked prone. While curled up, you can't take reactions, and the only action you can take is rolling as an action and uncurling as a bonus action. > ##### Detect Balance > ___ > - **ASI +2:** +8 > - **ASI +1:** +4 > - **25 Feet Movement:** -2 > - **Fire Resistance:** +4 > - **Natural Armor:** +9 > - **Tuck 'n Roll:** +3 > > **Total: 26**
PART 1 | RACES
\pagebreakNum ## Rito ### Rito Traits Your rito character has certain traits. ***Ability Score Increase.*** Your Dexterity score increases by 1, and your Wisdom score increases by 1. ***Age.*** Rito reach adulthood around the age of 15, and live up to 100 years. ***Alignment.*** Most rito are good. ***Size.*** Rito are slightly taller than most hylians, but built lightweight, standing between six and seven feet tall and averaging about 120 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 25 feet. ***Flight.*** With arms evolved into wings, you have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor. Additionally, while flying you can't hold items or cast spells with somatic components, as your wings are occupied with flight. If you stop flying to use an item or cast a spell with a somatic component while in the air, you immediately fall 30 feet. If you don't stow or drop the item by the end of your turn, you immediately fall the remaining 470 feet. ***Languages.*** You can speak, read, and write Hylian and Rito. > ##### Detect Balance > ___ > - **ASI +1:** +4 > - **ASI +1:** +4 > - **25 Feet Movement:** -2 > - **Flight (30 ft):** +16 > - **Flight (+20 ft):** +12 > - **Flight (No Free Hands):** -8 > > **Total: 26**
PART 1 | RACES
\pagebreakNum ## Gerudo ### Gerudo Traits Your gerudo character has certain traits. ***Ability Score Increase.*** Your Strength score increases by 2, and your Constitution score increases by 1. ***Age.*** Gerudo age at the same rate as hylians, reaching adulthood around the age of 20, and live up to 180 years. ***Alignment.*** Most gerudo are chaotic. ***Gender.*** Male gerudo are exceptionally rare, with a single male Gerudo is born into the tribe every hundred years. More likely than not, you are female. Your DM can lift this restriction to better suit the campaign. It might not apply to your DM's setting or your DM's version of the Hyrule. *Or perhaps you are destined to become the gerudo king.* ***Size.*** Gerudo are taller than most hylians, standing between six and seven feet tall and averaging about 200 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Languages.*** You can speak, read, and write Hylian and Gerudo. ***Desert Born.*** You're acclimated to the wild extremes of the desert heat and cold. You're also naturally adapted to both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. ***Skill Proficiencies.*** You have proficiency in the Acrobatics and Athletics skills. ***Gerudo Weapon Training.*** You have proficiency with the scimitar, spear, and glaive. ***Gerudo Armor Training.*** You have proficiency with light armor, medium armor, and shields. > ##### Detect Balance > ___ > - **ASI +2:** +8 > - **ASI +1:** +4 > - **Powerful Build:** +2 > - **Acclimized (x2):** +2 > - **Skill Proficiency (x2):** +4 > - **Weapon Training:** +2 > - **Armor Training (+ Shield):** +6 > - **Redundancy of Options:** -2 > > **Total: 26**
PART 1 | RACES
\pagebreakNum ## Sheikah ### Sheikah Traits Your sheikah character has certain traits. ***Ability Score Increase.*** Your Dexterity score increases by 2, and one other score of your choice increases by 1. ***Age.*** Sheikah age similar to hylians, but boast extraordinarily long lifespans, reaching adulthood around the age of 20, and live up to 300 years. ***Alignment.*** Most sheikah are lawful. ***Size.*** Sheikah are nearly identical in size and weight to hylians. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Hylian and Sheikah. ***Darkvision.*** You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Shiekah Eye.*** You have proficiency in the Perception skill. Additionally, you have advantage on saving throws against being blinded. ***Trance.*** Sheikah can negate the need for sleep through meditation, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a hylian does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. ***Quickstep.*** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. ***Sheikah Technology.*** Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. > ##### Detect Balance > ___ > - **ASI +2:** +8 > - **ASI Choice of +1:** +5 > - **Darkvision:** +2 > - **Skill Proficiency:** +2 > - **Rare Advantage:** +1 > - **Trance:** +2 > - **Quickstep:** +4 > - **Specific Expertise:** +2 > > **Total: 26**
PART 1 | RACES
\pagebreakNum ## Bokoblin ### Bokoblin Traits Your bokoblin character has certain traits. ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Constitution score increases by 1. ***Age.*** Bokoblin mature quickly, reaching adulthood around in around 5 years, and live up to 50 years. ***Alignment.*** Most bokoblin are evil. ***Size.*** Bokoblin stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Hylian and Moblin. ***Pack Tactics.*** If one of your allies is within 5 feet of you, you can use the Help action as a bonus action. ***Improvised Fighter.*** You have proficiency with improvised weapons. Additionally, when you make an attack with a weapon you are not proficient with, you can add half your proficiency bonus to the attack roll. ***Scrappy Artisan.*** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 dart or blowgun needle. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. ***Keen Senses.*** You have proficiency in the Perception skill. ***Sentry.*** If you are surprised at the beginning of combat and aren't incapacitated, you can use your action to alert all creatures within 60 feet of you. Each creature that can hear you can act as if not surprised. > ##### Detect Balance > ___ > - **ASI +2:** +8 > - **ASI +1:** +4 > - **Pack Tactics:** +6 > - **Improvised Weapons:** +1 > - **Half-Proficiency on All Weapons:** +2 > - **Cunning Artisan:** +1 > - **Skill Proficiency:** +2 > - **Sentry:** +2 > > **Total: 26**
PART 1 | RACES
\pagebreakNum ## Lizalfos ### Lizalfos Traits Your Lizalfos character has certain traits. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Age.*** Lizalfos mature quickly, reaching adulthood around in around 14 years, and live up to 60 years. ***Alignment.*** Most lizalfos are evil. ***Size.*** Lizalfos stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Hylian and Lizal. ***Tongue.*** Your tongue is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the damage normal for an unarmed strike. ***Natural Armor.*** You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. ***Standing Leap.*** You can make long jumps or high jumps without a running start. ***Chameleon Skin.*** While you remain motionless, you have advantage on Dexterity (Stealth) checks. #### Aquatic Lizalfos You swim quite well. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Swim Speed.*** You have a swimming speed of 30 feet. ***Hold Breath.*** You can hold your breath for up to 15 minutes at a time. ***Water Jet.*** When in water, you gain a special ranged weapon attack that you can use with the Attack action. This attack has a range of 10 feet. You are proficient with it, and you add your Constitution modifier to its attack and damage rolls. It deals 1d6 bludgeoning damage on a hit, and if the target is a creature, it must succeed on a Strength saving throw or be pushed 5 feet away from you. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. > ##### Detect Balance > ___ > - **ASI +1 (x2):** +8 > - **Unarmed Strike:** +1 > - **13+Dex Armor:** +3 > - **Standing Leap:** +1 > - **Advantage on Common Roll:** +4 > - **30 ft Swim Speed:** +2 > - **Hold Breath:** +1 > - **Water Jet:** +6 > > **Total: 26** \columnbreak #### Elemental Lizalfos Yours is a life of volatile elements. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Elemental Affinity.*** You an affinity for a certain element. Choose one elements from cold, fire, or lightning. Your elemental attack and damage resistance are determined by the chosen element. ***Elemental Attack.*** You can use your action to release elemental energy. Your elemental affinity determines the size, shape, and damage type of the exhalation. The DC for saving throws against your elemental attack equals 8 + your Constitution modifier + your proficiency bonus. As an action, you can use your elemental attack, affecting an area determined by your elemental affinity. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 damage of the type relating to your elemental affinity, on and suffers an additional effect determined by your elemental affinity. On a successful save, it takes half as much damage and does not suffer the additional effect. The damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. After you use your elemental attack, you can't use it again until you complete a short or long rest. - *Cold:* Your elemental attack affects a 15-foot cone. If a creature fails the saving throw against your elemental attack, it becomes restrained until start of the your next turn. A restrained creature can attempt to end the effect by making a Strength check against your save DC as an action on its turn. - *Fire:* Your elemental attack affects a 30-foot long by 5-foot wide line. If a creature fails the saving throw against your elemental attack, it becomes ignited for 1 minute. An ignited creature takes 1d6 fire damage at the start of each of its turns. If the ignited creature or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. - *Lightning:* Your elemental attack affects a 10-foot radius sphere, centered on you. If a creature fails the saving throw against your elemental attack, it drops all items it is holding and can't take reactions until the start of its next turn. ***Damage Resistance.*** You have resistance to the damage type associated with your elemental affinity. > ##### Detect Balance > ___ > - **ASI +1 (x2):** +8 > - **Unarmed Strike:** +1 > - **13+Dex Armor:** +3 > - **Standing Leap:** +1 > - **Advantage on Common Roll:** +4 > - **Elemental Attack:** +6 > - **Damage Resistance:** +3 > > **Total: 26**
PART 1 | RACES
\pagebreakNum # Part 2: Creatures This chapter includes new creatures for your players to face as they run through your campaign, supplementing those found in the *Player's Handbook*, *Monster Manual*, and other published Wizards of the Coast works. These new creatures can be found all about Hyrule, with many serving as legions of evil. ## Bokoblins Lore
___ >## Red Bokoblin >*Medium humanoid (bokoblin), neutral evil* >___ >- **Armor Class** 13 (shield) >- **Hit Points** 11 (2d8 + 2) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|13 (+1)|12 (+1)|7 (–2)|9 (–1)|6 (–2)| >___ >- **Skills** Perception +1 >- **Senses** passive Perception 11 >- **Languages** Moblin >- **Challenge** 1/8 (25 XP) >___ >***Pack Tactics.*** The bokoblin has advantage on an attack roll against a creature if at least one of the bokoblin's allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Boko Club.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > >***Throw Rock.*** *Ranged Weapon Attack:* +3 to hit, range 20/60 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. ___ >## Red Bokoblin Sentry >*Medium humanoid (bokoblin), neutral evil* >___ >- **Armor Class** 11 >- **Hit Points** 11 (2d8 + 2) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|13 (+1)|12 (+1)|7 (–2)|9 (–1)|6 (–2)| >___ >- **Skills** Perception +3 >- **Senses** passive Perception 13 >- **Languages** Moblin >- **Challenge** 1/8 (25 XP) >___ >***Pack Tactics.*** The bokoblin has advantage on an attack roll against a creature if at least one of the bokoblin's allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Boko Bow.*** *Ranged Weapon Attack:* +3 to hit, range 80/320 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage. > >***Sound Horn.*** The bokoblin sounds its horn, alerting all creatures within 300 feet of it. Each creature that can hear the horn can act on its turn as if not surprised.
PART 2 | CREATURES
\pagebreakNum ___ >## Blue Bokoblin >*Medium humanoid (bokoblin), neutral evil* >___ >- **Armor Class** 14 (shield) >- **Hit Points** 45 (7d8 + 14) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|15 (+2)|14 (+2)|7 (–2)|11 (+0)|6 (–2)| >___ >- **Skills** Perception +2 >- **Senses** passive Perception 12 >- **Languages** Moblin >- **Challenge** 1/2 (100 XP) >___ >***Pack Tactics.*** The bokoblin has advantage on an attack roll against a creature if at least one of the bokoblin's allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Multiattack.*** The bokoblin makes two attacks with its spiked boko club or two ranged attacks with its boko bow. > >***Spiked Boko Club.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage. > >***Boko Bow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage. \columnbreak ___ >## Black Bokoblin >*Medium humanoid (bokoblin), neutral evil* >___ >- **Armor Class** 15 (shield) >- **Hit Points** 75 (10d8 + 30) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|16 (+3)|7 (–2)|13 (+1)|6 (–2)| >___ >- **Skills** Perception +3 >- **Senses** passive Perception 13 >- **Languages** Moblin >- **Challenge** 2 (450 XP) >___ >***Pack Tactics.*** The bokoblin has advantage on an attack roll against a creature if at least one of the bokoblin's allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Multiattack.*** The bokoblin makes two attacks with its dragonbone boko club or two ranged attacks with its boko bow. > >***Dragonbone Boko Club.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage. > >***Boko Bow.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage. > >### Reactions >***Redirect Attack.*** When a creature the bokoblin can see targets it with an attack, the bokoblin chooses another bokoblin within 5 feet of it. The two bokoblins swap places, and the chosen bokoblin becomes the target instead.
PART 2 | CREATURES
\pagebreakNum ___ >## Silver Bokoblin >*Medium humanoid (bokoblin), neutral evil* >___ >- **Armor Class** 16 (shield) >- **Hit Points** 102 (12d8 + 48) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|18 (+4)|18 (+4)|9 (–1)|15 (+2)|8 (–1)| >___ >- **Skills** Perception +4 >- **Senses** passive Perception 14 >- **Languages** Moblin >- **Challenge** 4 (1100 XP) >___ >***Pack Tactics.*** The bokoblin has advantage on an attack roll against a creature if at least one of the bokoblin's allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Multiattack.*** The bokoblin makes two attacks with its soldier's broadsword or two ranged attacks with its soldier's longbow. > >***Soldier's Broadsword.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) slashing damage. > >***Soldier's Longbow.*** *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 8 (1d8 + 4) bludgeoning damage. > >### Reactions >***Redirect Attack.*** When a creature the bokoblin can see targets it with an attack, the bokoblin chooses another bokoblin within 5 feet of it. The two bokoblins swap places, and the chosen bokoblin becomes the target instead. \columnbreak ___ >## Gold Bokoblin >*Medium humanoid (bokoblin), neutral evil* >___ >- **Armor Class** 17 (shield) >- **Hit Points** 152 (16d8 + 80) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|20 (+5)|20 (+5)|10 (+0)|16 (+3)|10 (+0)| >___ >- **Skills** Athletics +8, Perception +6 >- **Damage Resistances** lightning >- **Senses** passive Perception 16 >- **Languages** Moblin >- **Challenge** 6 (2300 XP) >___ >***Pack Tactics.*** The bokoblin has advantage on an attack roll against a creature if at least one of the bokoblin's allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Multiattack.*** The bokoblin makes two attacks with its knight's broadsword or two ranged attacks with its knight's longbow. > >***Knight's Broadsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage. > >***Knight's Longbow.*** *Ranged Weapon Attack:* +8 to hit, range 150/600 ft., one target. *Hit:* 10 (1d8 + 5) bludgeoning damage. > >### Reactions >***Redirect Attack.*** When a creature the bokoblin can see targets it with an attack, the bokoblin chooses another bokoblin within 5 feet of it. The two bokoblins swap places, and the chosen bokoblin becomes the target instead.
PART 2 | CREATURES
\pagebreakNum ___ >## Stalkoblin >*Medium undead, neutral evil* >___ >- **Armor Class** 13 (shield) >- **Hit Points** 11 (2d8 + 2) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|13 (+1)|12 (+1)|6 (–2)|8 (–1)|5 (–3)| >___ >- **Damage Vulnerabilities** bludgeoning >- **Damage Immunities** poison >- **Condition Immunities** poisoned >- **Senses** passive Perception 9 >- **Languages** Understands the languages it knew in life but can't speak >- **Challenge** 1/8 (25 XP) >___ >***Pack Tactics.*** The stalkoblin has advantage on an attack roll against a creature if at least one of the stalkoblin's allies is within 5 feet of the creature and the ally isn't incapacitated. > >***Undead Fortitude.*** If damage reduces the stalkoblin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the stalkoblin drops to 1 hit point instead. > >### Actions >***Boko Club.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage. > >***Boko Bow.*** *Ranged Weapon Attack:* +3 to hit, range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.
PART 2 | CREATURES
\pagebreakNum ## Chuchus Lore ___ >## Chuchu (Small) >*Small ooze, unaligned* >___ >- **Armor Class** 8 >- **Hit Points** 9 (2d6 + 2) >- **Speed** 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|6 (–2)|12 (+1)|1 (–5)|6 (–2)|2 (–4)| >___ >- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone >- **Senses** passive Perception 8 >- **Languages** — >- **Challenge** 0 (10 XP) >___ >***Elemental Body (Optional).*** Chuchu in certain environments can take on particular elemental aspects. Choose cold, fire, or lightning. The chuchu gains immunity to damage of the chosen type. > >While the chuchu has its Elemental Burst ability available, a creature that touches the chuchu or >hits it with a melee attack while within 5 feet of it takes 5 (1d10) damage of the chosen type. > >### Actions >***Slam.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage. > >***Elemental Burst (Recharge 5-6).*** The chuchu emits a burst of elemental energy around it. Each creature within 5 feet of the chuchu must make a DC 11 Dexterity saving throw, taking 7 (2d6) damage of the chuchu's elemental type on a failed save, or half as much damage on a successful one. Additionally, each creature that fails the save suffers an additional effect, depending on the chuchu's element: >- **Cold:** The creature becomes restrained until start of the chuchu's next turn. The restrained creature can attempt to end the effect by making a DC 11 Strength check as an action on its turn. >- **Fire:** The creature becomes ignited, taking 3 (1d6) fire damage at the start of its next turn. >- **Lightning:** The creature drops one object that it is holding. \columnbreak ___ >## Chuchu (Medium) >*Medium ooze, unaligned* >___ >- **Armor Class** 8 >- **Hit Points** 39 (6d8 + 12) >- **Speed** 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|6 (–2)|14 (+2)|1 (–5)|6 (–2)|2 (–4)| >___ >- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone >- **Senses** passive Perception 8 >- **Languages** — >- **Challenge** 1/8 (25 XP) >___ >***Elemental Body (Optional).*** Chuchu in certain environments can take on particular elemental aspects. Choose cold, fire, or lightning. The chuchu gains immunity to damage of the chosen type. > >While the chuchu has its Elemental Burst ability available, a creature that touches the chuchu or >hits it with a melee attack while within 5 feet of it takes 5 (1d10) damage of the chosen type. > >### Actions >***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage. > >***Elemental Burst (Recharge 5-6).*** The chuchu emits a burst of elemental energy around it. Each creature within 10 feet of the chuchu must make a DC 12 Dexterity saving throw, taking 10 (3d6) damage of the chuchu's elemental type on a failed save, or half as much damage on a successful one. Additionally, each creature that fails the save suffers an additional effect, depending on the chuchu's element: >- **Cold:** The creature becomes restrained until start of the chuchu's next turn. The restrained creature can attempt to end the effect by making a DC 12 Strength check as an action on its turn. >- **Fire:** The creature becomes ignited, taking 3 (1d6) fire damage at the start of its next turn. >- **Lightning:** The creature drops one object that it is holding.
PART 2 | CREATURES
\pagebreakNum ___ >## Chuchu (Large) >*Large ooze, unaligned* >___ >- **Armor Class** 8 >- **Hit Points** 85 (10d10 + 30) >- **Speed** 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|6 (–2)|16 (+3)|1 (–5)|6 (–2)|2 (–4)| >___ >- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone >- **Senses** passive Perception 8 >- **Languages** — >- **Challenge** 1/4 (50 XP) >___ >***Elemental Body (Optional).*** Chuchu in certain environments can take on particular elemental aspects. Choose cold, fire, or lightning. The chuchu gains immunity to damage of the chosen type. > >While the chuchu has its Elemental Burst ability available, a creature that touches the chuchu or >hits it with a melee attack while within 5 feet of it takes 5 (1d10) damage of the chosen type. > >### Actions >***Slam.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) bludgeoning damage. > >***Elemental Burst (Recharge 5-6).*** The chuchu emits a burst of elemental energy around it. Each creature within 20 feet of the chuchu must make a DC 13 Dexterity saving throw, taking 14 (4d6) damage of the chuchu's elemental type on a failed save, or half as much damage on a successful one. Additionally, each creature that fails the save suffers an additional effect, depending on the chuchu's element: >- **Cold:** The creature becomes restrained until start of the chuchu's next turn. The restrained creature can attempt to end the effect by making a DC 13 Strength check as an action on its turn. >- **Fire:** The creature becomes ignited, taking 3 (1d6) fire damage at the start of its next turn. >- **Lightning:** The creature drops one object that it is holding.
PART 2 | CREATURES
\pagebreakNum ## Guardians Lore ___ >## Guardian >*Huge construct, unaligned* >___ >- **Armor Class** 16 (natural armor) >- **Hit Points** 200 (16d12 + 96) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|22 (+6)|3 (–4)|11 (+0)|1 (–5)| >___ >- **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't ancient >- **Damage Immunities** poison >- **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned >- **Senses** passive Perception 10 >- **Languages** Common >- **Challenge** 15 (13000 XP) >___ >***False Appearance.*** While the guardian remains motionless, it is indistinguishable from an inactive guardian. > >***Destructible Limbs.*** The guardian can have up to six legs at a time. Each leg can be attacked (25 hit points, same AC, resistances, and immunities as the guardian). Destroying a leg deals no damage to the guardian, but reduces its movement speed by 5 feet. > >### Actions >***Multiattack.*** The guardian uses its lock on and then makes one laser attack, or makes two laser attacks. > >***Laser.*** *Range Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 45 (10d8) radiant damage, and ignites flammable objects within 5 feet of the target that aren't being worn or carried. > >***Lock On.*** The guardian aims at one creature it can see within range of its laser. The next attack it makes at that creature is at advantage.
PART 2 | CREATURES
\pagebreakNum
PART 2 | CREATURES
\pagebreakNum # Part 3: Magic Items This chapter offers new magic items for players and monsters alike to discover and use in Hyrule. Your DM determines if and where these items are found. The items are presented in alphabetical order. #### Placeholder *Ammunition, rare* ___ Something something master sword