Monsters of Hyrule For D&D 5e: Master Cycle Zero
Monsters of Hyrule For D&D 5e: Master Cycle Zero
Created by Kestrel
This document aims to adapt the enemies and monsters
of The Legend of Zelda: Breath of the Wild and Hyrule
Master Cycle Zero
Warriors: Age of Calamity for Dungeons & Dragons 5e. Large construct
This project is inspired by CallMeCal’s similar adaptation,
which can be found here: Armor Class 16
https://www.gmbinder.com/share/-Ll_Iotd1GVBOhyV5Zur Hit Points 39 (6d8+12)
This document's counterpart, the Hyrule Campaign Speed 80 ft.
Setting, including races, classes, backgrounds, spells, and
magic items, can be found here:
https://www.gmbinder.com/share/-MtU8oGYF_gsiy2Zn8-u STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 15 (+2) 1 (-5) 1 (-5) 1 (-5)
1
Bokoblin Challenge 1/4 (50 XP)
Small humanoid
Clumsy. When the bokoblin is hit by a melee
Armor Class 11 (12 while mounted) weapon attack with a roll of at least 16 (17 while
Hit Points 16 (3d6 + 6) mounted), it drops everything it's holding.
Speed 30 ft.
Actions
Boko Bat. Melee Weapon Attack: +4 to hit, reach 5
STR DEX CON INT WIS CHA ft., one target. Hit: 5 (1d6 + 2) bludgeoning
14 (+2) 13 (+1) 14 (+2) 5 (-3) 13 (+1) 8 (-1) damage.
Boko Bow. Ranged Weapon Attack: +3 to hit,
Skills Survival +3 range 30/120 ft., one target. Hit: 3 (1d4 + 1)
Senses Passive Perception 11 piercing damage.
Languages Bokoblish
Blue Bokoblin
Small humanoid Clumsy. When the bokoblin is hit by a melee
weapon attack with a roll of at least 19 (20 while
mounted), it drops everything it's holding.
Armor Class 14 (15 while mounted)
Hit Points 60 (8d6 + 32) Actions
Speed 30 ft.
Multiattack. The bokoblin makes two weapon
attacks.
STR DEX CON INT WIS CHA
Boko Bat. Melee Weapon Attack: +5 to hit, reach 5
17 (+3) 16 (+3) 18 (+4) 5 (-3) 15 (+2) 8 (-1) ft., one target. Hit: 8 (1d10 + 3) bludgeoning
damage.
Saving Throws CON +6 Boko Bow. Ranged Weapon Attack: +5 to hit,
Skills Perception +4, Survival +4 range 60/240 ft., one target. Hit: 7 (1d8 + 3)
Senses Passive Perception 14 piercing damage.
Languages Bokoblish
Challenge 2 (450 XP)
Black Bokoblin
Small humanoid Clumsy. When the bokoblin is hit by a melee
weapon attack with a roll of at least 22 (23 while
mounted), it drops everything it's holding.
Armor Class 17 (18 while mounted)
Hit Points 93 (11d6 + 55) Actions
Speed 30 ft.
Multiattack. The bokoblin makes three weapon
attacks.
STR DEX CON INT WIS CHA
Boko Bat. Melee Weapon Attack: +7 to hit, reach 5
20 (+5) 17 (+3) 21 (+5) 5 (-3) 17 (+3) 8 (-1) ft., one target. Hit: 10 (1d10 + 5) bludgeoning
damage.
Saving Throws CON +7 Boko Bow. Ranged Weapon Attack: +5 to hit,
Skills Perception +5, Survival +5 range 60/240 ft., one target. Hit: 7 (1d8 + 3)
Senses Passive Perception 15 piercing damage.
Languages Bokoblish
Challenge 4 (1,100 XP)
2
Lizalfos Fire-Breath Lizalfos
Medium humanoid Medium humanoid
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 13 (+1) 16 (+3) 7 (-2) 9 (-1) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 7 (-2)
Ambush Master. The lizalfos has advantage on Ambush Master. The lizalfos has advantage on
initiative rolls. initiative rolls.
Actions Actions
Lizal Boomerang. Melee or Ranged Weapon Multiattack. The lizalfos makes two weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., attacks.
one target. Hit: 5 (1d6 + 2) piercing damage.
Lizal Boomerang. Melee or Ranged Weapon
Camouflage. The lizaldos becomes invisible. Attack: +5 to hit, reach 5 ft. or range 20/60 ft.,
The invisibility ends if they move or take an one target. Hit: 5 (1d6 + 3) piercing damage.
action other than Hide.
Camouflage. The lizaldos becomes invisible.
The invisibility ends if they move or take an
action other than Hide.
Fire Breath (Recharge 5–6). The lizalfos exhales
fire in a 15-foot cone. Each creature in that area
must make a DC 13 Dexterity saving throw,
taking 17 (5d6) fire damage on a failed save, or
half as much damage on a successful one.
3
Ice-Breath Lizalfos Electric Lizalfos
Medium humanoid Medium humanoid
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 7 (-2) 9 (-1) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 7 (-2)
Ambush Master. The lizalfos has advantage on Ambush Master. The lizalfos has advantage on
initiative rolls. initiative rolls.
Actions Actions
Multiattack. The lizalfos makes two weapon Multiattack. The lizalfos makes two weapon
attacks. attacks.
Lizal Boomerang. Melee or Ranged Weapon Lizal Boomerang. Melee or Ranged Weapon
Attack: +5 to hit, reach 5 ft. or range 20/60 ft., Attack: +5 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 5 (1d6 + 3) piercing damage. one target. Hit: 5 (1d6 + 3) piercing damage.
Camouflage. The lizaldos becomes invisible. Camouflage. The lizaldos becomes invisible.
The invisibility ends if they move or take an The invisibility ends if they move or take an
action other than Hide. action other than Hide.
Ice Breath (Recharge 5–6). The lizalfos exhales Electric Pulse (Recharge 5–6). The lizalfos emits
ice in a 15-foot cone. Each creature in that area electricity. Each creature within 5 feet of the
must make a DC 13 Dexterity saving throw, lizalfos must make a DC 13 Dexterity saving
taking 17 (5d6) cold damage on a failed save, or throw, taking 17 (5d6) lightning damage on a
half as much damage on a successful one. failed save, or half as much damage on a
successful one.
4
Moblin Languages Bokoblish
Medium humanoid Challenge 3 (700 XP)
5
Small Chuchu Condition Immunities Prone
Small ooze Senses Passive Perception 9
Challenge 1/8 (25 XP)
Armor Class 10
Hit Points 13 (2d6 + 6) Elemental Absorption. If the chuchu takes fire,
Speed 10 ft. cold, or lightning damage, in addition to taking the
normal damage, it transforms into a Small
Elemental Chuchu of the type of damage it took.
STR DEX CON INT WIS CHA
Actions
15 (+2) 8 (-1) 16 (+3) 1 (-5) 8 (-1) 1 (-5)
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage.
6
Small Elemental Chuchu Condition Immunities Prone
Small ooze Senses Passive Perception 9
Challenge 1/8 (25 XP)
Armor Class 10
Hit Points 13 (2d6 + 6) Splash. When the chuchu is hit by a melee attack,
Speed 10 ft. the attacker takes 2 (1d4) fire, cold, or lightning
damage.
7
Stone Pebblit Igneo Pebblit
Small construct Small construct
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 7 (-2) 16 (+3) 3 (-4) 8 (-1) 5 (-3) 14 (+2) 7 (-2) 16 (+3) 3 (-4) 8 (-1) 5 (-3)
Frost Pebblit
Small construct
Armor Class 13
Hit Points 26 (4d6 + 12)
Speed 15 ft.
Actions
Rock. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit:
5 (1d6 + 2) bludgeoning damage plus 3 (1d6)
cold damage.
8
Keese Swarm of Keese
Tiny beast Medium swarm of Tiny beasts
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 8 (-1) 3 (-4) 10 (+0) 6 (-2) 2 (-4) 16 (+3) 10 (+0) 3 (-4) 10 (+0) 6 (-2)
Echolocation. The keese can't use its blindsight Echolocation. The swarm can't use its
while deafened. blindsight while deafened.
Keen Hearing. The keese has advantage on Keen Hearing. The swarm has advantage on
Wisdom (Perception) checks that rely on Wisdom (Perception) checks that rely on
hearing. hearing.
Actions Swarm. The swarm can occupy another
creature’s space and vice versa, and the swarm
Bite. Melee Weapon Attack: +5 to hit, reach 5 can move through any opening large enough
ft., one target. Hit: 3 piercing damage. for a Tiny bat. The swarm can’t regain hit points
or gain temporary hit points.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (2d4) piercing damage or 2
(1d4) piercing damage if the swarm has half of
Elemental Keese its hit points or fewer.
Tiny beast
Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 30 ft.
Skills Perception +2
Senses Blindsight 60 ft., Passive Perception 12
Challenge 1/8 (25 XP)
9
Swarm of Elemental Keese Echolocation. The swarm can't use its blindsight
Medium swarm of Tiny beasts while deafened.
Keen Hearing. The swarm has advantage on
Armor Class 13 Wisdom (Perception) checks that rely on hearing.
Hit Points 22 (5d8)
Swarm. The swarm can occupy another creature’s
Speed fly 30 ft. space and vice versa, and the swarm can move
through any opening large enough for a Tiny bat.
The swarm can’t regain hit points or gain
STR DEX CON INT WIS CHA
temporary hit points.
2 (-4) 16 (+3) 10 (+0) 3 (-4) 10 (+0) 6 (-2)
Actions
Skills Perception +2 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Damage Resistances Fire, Cold, or Lightning one target. Hit: 5 (2d4) piercing damage or 2 (1d4)
Senses Blindsight 60 ft., Passive Perception 12 piercing damage if the swarm has half of its hit
Challenge 1/2 (100 XP) points or fewer, plus 5 (2d4) fire, cold, or lightning
damage or 2 (1d4) fire, cold, or lightning damage if
the swarm has half of its hit points or fewer.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 9 (-1) 5 (-3) 14 (+2) 3 (-4) 5 (-3) 16 (+3) 8 (-1) 19 (+4) 15 (+2) 16 (+3)
10
Ice Wizzrobe Electric Wizzrobe
Medium humanoid Medium humanoid
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 19 (+4) 15 (+2) 16 (+3) 5 (-3) 16 (+3) 8 (-1) 19 (+4) 15 (+2) 16 (+3)
Saving Throws INT +6, WIS +4 Saving Throws INT +6, WIS +4
Skills Acrobatics +5, Arcana +6 Skills Acrobatics +5, Arcana +6
Damage Immunities Cold Damage Immunities Lightning
Senses Passive Perception 12 Senses Passive Perception 12
Challenge 1 (200 XP) Challenge 1 (200 XP)
11
Meteo Wizzrobe Spellcasting. The wizzrobe is an 12th-level
Medium humanoid spellcaster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks). The
wizzrobe has the following wizard spells prepared:
Armor Class 16
Hit Points 66 (12d8 + 12) Cantrips (at will): fire bolt, light, prestidigitation
Speed 30 ft., fly 45 ft. 1st level (4 slots): burning hands magic missile,
shield
STR DEX CON INT WIS CHA 2nd level (3 slots): invisibility, misty step, scorching
ray
5 (-3) 19 (+4) 13 (+1) 22 (+6) 15 (+2) 16 (+3)
3rd level (3 slots): blink, fireball
Saving Throws INT +9, WIS +5, CHA +6 4th level (3 slots): fire shield, greater invisibility
Skills Acrobatics +7, Arcana +9
5th level (2 slots): wall of force
Damage Immunities Fire
Senses Passive Perception 12 6th level (1 slots): investiture of flame
Challenge 6 (2,300 XP)
12
Thunder Wizzrobe Spellcasting. The wizzrobe is an 12th-level
Medium humanoid spellcaster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks). The
wizzrobe has the following wizard spells prepared:
Armor Class 16
Hit Points 66 (12d8 + 12) Cantrips (at will): light, lightning lure,
Speed 30 ft., fly 45 ft. prestidigitation
1st level (4 slots): magic missile, shield, witch bolt
STR DEX CON INT WIS CHA 2nd level (3 slots): invisibility, levitate, misty step
5 (-3) 19 (+4) 13 (+1) 22 (+6) 15 (+2) 16 (+3) 3rd level (2 slots): blink, lightning bolt
4th level (3 slots): Otiluke's resilient sphere,
Saving Throws INT +9, WIS +5, CHA +6 greater invisibility
Skills Acrobatics +7, Arcana +9
5th level (2 slots): wall of force
Damage Immunities Lightning
Senses Passive Perception 12 6th level (1 slots): investiture of wind
Challenge 6 (2,300 XP)
Yiga Footsoldier
Medium humanoid Innate Spellcasting. The yiga's spellcasting ability
is Charisma (save DC 13). The yiga can innately
cast the disguise self spell at will, requiring no
Armor Class 15 (studded leather) material components.
Hit Points 49 (9d8 + 9)
Speed 40 ft. Vanishing Step. On the yiga's turn, in place of
their normal movement, they can opt to teleport
to a point they can see up 40 feet away. Once they
STR DEX CON INT WIS CHA use this trait, the next attack against them before
14 (+2) 17 (+3) 13 (+1) 10 (+0) 9 (-1) 16 (+3)
the start of their next turn has advantage.
Actions
Saving Throws DEX +5
Skills Stealth +7, Deception +7 Vicious Sickle. Melee Weapon Attack: +5 to hit,
Senses Darkvision 60 ft., Passive Perception 12 reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing
Languages Hylian, Runic damage.
Challenge 1 (200 XP)
13
Yiga Blademaster Sooga, Right Hand of the
Medium humanoid
Inverted Eye
Medium humanoid
Armor Class 16 (scale mail)
Hit Points 102 (12d8 + 48)
Speed 30 ft. Armor Class 17 (half-plate)
Hit Points 210 (20d8 + 120)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 10 (+0) 9 (-1) 19 (+4) STR DEX CON INT WIS CHA
27 (+8) 15 (+2) 22 (+6) 10 (+0) 14 (+2) 21 (+5)
Saving Throws STR +7, CON +6
Skills Athletics +7, Deception +7
Senses Darkvision 60 ft., Passive Perception 9 Saving Throws STR +12, CON +10, WIS +6
Languages Hylian, Runic Skills Athletics +12, Deception +9
Challenge 4 (1,100 XP) Senses Darkvision 60 ft., Passive Perception 12
Languages Hylian, Runic
Challenge 10 (5,900 XP)
Innate Spellcasting. The yiga's spellcasting
ability is Charisma (save DC 13). The yiga can
innately cast the disguise self spell at will, Innate Spellcasting. Sooga's spellcasting ability
requiring no material components. is Charisma (save DC 17). He can innately cast
the disguise self spell at will, requiring no
Vanishing Step. On the yiga's turn, in place of material components.
their normal movement, they can opt to
teleport to a point they can see up 30 feet Vanishing Step. On Sooga's turn, in place of his
away. Once they use this trait, the next attack normal movement, he can opt to teleport to a
against them before the start of their next turn point he can see up 30 feet away. Once he uses
has advantage. this trait, the next attack against him before the
start of their next turn has advantage.
Actions
Actions
Multiattack. The yiga makes three melee
weapon attacks. Multiattack. The yiga makes three melee
weapon attacks.
Windcleaver. Melee Weapon Attack: +7 to hit,
reach 10 ft., one target. Hit: 10 (1d10 + 5) Windcleaver. Melee Weapon Attack: +12 to hit,
slashing damage. reach 10 ft., one target. Hit: 13 (1d10 + 8)
slashing damage.
Legendary Actions
Sooga can take 3 legendary actions, choosing
from the options below. Only one legendary
action option can be used at a time and only at
the end of another creature's turn. Sooga
regains spent legendary actions at the start of
his turn.
Attack. Sooga makes one attack with his
Windcleaver.
Vanishing Step. Sooga uses his Vanishing Step
trait.
Seismic Strike (Costs 2 Actions). Sooga casts
erupting earth without expending a spell slot or
material components.
14
Master Kohga, Top Banana of Sneak Attack. Once per turn, Master Kohga deals
an extra 31 (9d6) damage when he hits a target
the Yiga Clan with a weapon attack and has advantage on the
Medium humanoid attack roll, or when the target is within 5 feet of an
ally of Kohga that isn't incapacitated and Kohga
doesn't have disadvantage on the attack roll.
Armor Class 18 (studded leather)
Hit Points 127 (15d8 + 60) Actions
Speed 30 ft.
Demon Carver. Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing
STR DEX CON INT WIS CHA damage.
13 (+1) 22 (+6) 18 (+4) 9 (-1) 14 (+2) 23 (+6) Rock. Ranged Weapon Attack: +10 to hit, range
20/60 ft.., one target. Hit: 9 (1d6 + 6) bludgeoning
Saving Throws DEX +9, WIS +5, CHA +9 damage.
Skills Acrobatics +12, Deception +12
Senses Darkvision 60 ft., Passive Perception 12 Legendary Actions
Languages Hylian, Runic
Master Kohga can take 3 legendary actions,
Challenge 7 (2,900 XP)
choosing from the options below. Only one
legendary action option can be used at a time and
Innate Spellcasting. Master Kohga's spellcasting only at the end of another creature's turn. Kohga
ability is Charisma (save DC 17). He can innately regains spent legendary actions at the start of his
cast the following spells, requiring no material turn.
components:
Attack. Master Kohga makes a weapon attack.
At will: disguise self This attack cannot benefit from his Sneak Attack
5/day each: fly, wall of force feature.
Vanishing Step. On Kohga's turn, in place of his Vanishing Step. Master Kohga uses his Vanishing
normal movement, he can opt to teleport to a Step trait.
point he can see up 50 feet away. Once he uses Barrier (Costs 2 Actions). Master Kohga casts wall
this trait, the next attack against him before the of force, using his Innate Spellcasting feature.
start of their next turn has advantage.
Evasion. If Master Kohga is subjected to an effect
that allows him to make a Dexterity saving throw
to take only half damage, he instead takes no
damage if he succeeds on the saving throw, and
only half damage if he fails.
15
Astor, Prophet of Doom Devil's Sight. You can see normally in darkness,
Medium humanoid both magical and nonmagical, to a distance of 120
feet.
Armor Class 11 (14 with mage armor) Legendary Resistance (3/Day). If Astor fails a
Hit Points 156 (24d8 + 48) saving throw, he can choose to succeed instead.
Speed 30 ft. Actions
Multiattack. Astor makes 5 eldritch blast attacks.
STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 15 (+2) 18 (+4) 17 (+3) 22 (+6) Eldritch Blast. Ranged Spell Attack: +11 to hit,
range 120 ft., one target. Hit: 11 (1d10 + 6) force
damage. When a creature is hit by this attack,
Saving Throws INT +9, WIS +8, CHA +11 Astor can move the target up to 10 feet towards
Skills Arcana +9, Deception +11 or away from him.
Senses Passive Perception 13
Languages Hylian, Runic Legendary Actions
Challenge 13 (10,000 XP)
Astor can take 3 legendary actions, choosing from
the options below. Only one legendary action
Spellcasting. Astor is an 17th-level spellcaster. His option can be used at a time and only at the end
spellcasting ability is Charisma (spell save DC 19, of another creature's turn. Astor regains spent
+11 to hit with spell attacks). He regains his legendary actions at the start of his turn.
expended spell slots when he finishes a short or
long rest. He knows the following warlock spells: Eldritch Blast. Astor makes an eldritch blast
attack.
At will: mage hand, minor illusion, prestidigitation,
disguise self, mage armor, invisibility Escape. Astor teleports to an unoccupied space he
can see within 60 feet.
1st–5th level (4 5th-level slots): augury, hold
person, counterspell, fear, Raulothim's psychic Create Hollow (Costs 3 Actions). Astor casts the
lance, shadow of moil, scrying, synaptic static summon shadowspawn spell at 3rd level without
expending a spell slot or material components.
1/day each: eyebite, finger of death, maddening
darkness, foresight
16
Igneo Talus Challenge 7 (2,900 XP)
Huge construct
Weak Point. Critical hits bypass the talus's
Armor Class 20 damage resistance. Attacks made by a creature
Hit Points 135 (10d12 + 70) who has mounted the talus are automatically
Speed 20 ft. critical hits.
Magma Body. A creature who touches the talus
(even with armor or clothing on) immediately
STR DEX CON INT WIS CHA takes 11 (2d10) fire damage. Attacks made with
23 (+6) 6 (-2) 25 (+7) 3 (-4) 8 (-1) 6 (-2) weapons do not trigger this damage.
17
Stone Talus Titan Igneo Talus Titan
Gargantuan construct Gargantuan construct
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
27 (+8) 6 (-2) 28 (+9) 3 (-4) 8 (-1) 6 (-2) 27 (+8) 6 (-2) 28 (+9) 3 (-4) 8 (-1) 6 (-2)
Saving Throws STR +13, CON +14 Saving Throws STR +13, CON +14
Damage Resistances Bludgeoning, Piercing, Damage Resistances Bludgeoning, Piercing,
and Slashing Damage from Nonmagical and Slashing Damage from Nonmagical
Weapons Weapons
Damage Immunities Poison Damage Immunities Fire, Poison
Condition Immunities Petrified, Poisoned Condition Immunities Petrified, Poisoned
Senses Tremorsense 120 ft., Passive Perception Senses Tremorsense 120 ft., Passive Perception
9 9
Challenge 14 (11,500 XP) Challenge 16 (15,000 XP)
Legendary Resistance (3/Day). If the talus fails Legendary Resistance (3/Day). If the talus fails
a saving throw, it can choose to succeed a saving throw, it can choose to succeed
instead. instead.
Weak Point. Critical hits bypass the talus's Weak Point. Critical hits bypass the talus's
damage resistance. Attacks made by a creature damage resistance. Attacks made by a creature
who has mounted the talus are automatically who has mounted the talus are automatically
critical hits. critical hits.
Actions Magma Body. A creature who touches the talus
(even with armor or clothing on) immediately
Multiattack. The talus makes three weapon takes 22 (4d10) fire damage. Attacks made with
attacks. weapons do not trigger this damage.
Rock. Melee or Ranged Weapon Attack: +9 to Actions
hit, reach 5 ft. or range 60/240 ft., one target.
Hit: 25 (3d12 + 6) bludgeoning damage. Multiattack. The talus makes three weapon
attacks.
Rock. Melee or Ranged Weapon Attack: +9 to
hit, reach 5 ft. or range 60/240 ft., one target.
Hit: 25 (3d12 + 6) bludgeoning damage plus 13
(2d12) fire damage.
18
Frost Talus Titan Hinox
Gargantuan construct Huge giant
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
27 (+8) 6 (-2) 28 (+9) 3 (-4) 8 (-1) 6 (-2) 23 (+6) 8 (-1) 18 (+4) 4 (-3) 13 (+1) 5 (-3)
Saving Throws STR +13, CON +14 Saving Throws STR +9, CON +7
Damage Resistances Bludgeoning, Piercing, Senses Passive Perception 11
and Slashing Damage from Nonmagical Languages Bokoblish
Weapons Challenge 5 (1,800 XP)
Damage Immunities Cold, Poison
Condition Immunities Petrified, Poisoned
Senses Tremorsense 120 ft., Passive Perception Actions
9 Multiattack. The hinox makes two greatclub
Challenge 16 (15,000 XP) attacks.
Legendary Resistance (3/Day). If the talus fails Greatclub. Melee Weapon Attack: +9 to hit,
a saving throw, it can choose to succeed reach 10 ft., one target. Hit: 19 (3d8 + 6)
instead. bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range
Weak Point. Critical hits bypass the talus's 60/240 ft., one target. Hit: 22 (3d10 + 6)
damage resistance. Attacks made by a creature bludgeoning damage.
who has mounted the talus are automatically
critical hits.
Magma Body. A creature who touches the talus
(even with armor or clothing on) immediately
takes 22 (4d10) cold damage. Attacks made
with weapons do not trigger this damage.
Actions
Multiattack. The talus makes three weapon
attacks.
Rock. Melee or Ranged Weapon Attack: +9 to
hit, reach 5 ft. or range 60/240 ft., one target.
Hit: 25 (3d12 + 6) bludgeoning damage plus 13
(2d12) cold damage.
19
Blue Hinox Black Hinox
Huge giant Huge giant
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 22 (+6) 4 (-3) 13 (+1) 5 (-3) 30 (+10) 8 (-1) 27 (+8) 4 (-3) 13 (+1) 5 (-3)
Saving Throws STR +12, CON +10 Saving Throws STR +15, CON +13
Senses Passive Perception 11 Senses Passive Perception 11
Languages Bokoblish Languages Bokoblish
Challenge 9 (5,000 XP) Challenge 13 (5,000 XP)
Legendary Resistance (3/Day). If the hinox fails Legendary Resistance (3/Day). If the hinox fails
a saving throw, it can choose to succeed a saving throw, it can choose to succeed
instead. instead.
Actions Actions
Multiattack. The hinox makes three greatclub Multiattack. The hinox makes three greatclub
attacks. attacks.
Greatclub. Melee Weapon Attack: +12 to hit, Greatclub. Melee Weapon Attack: +12 to hit,
reach 10 ft., one target. Hit: 19 (3d8 + 8) reach 10 ft., one target. Hit: 19 (3d8 + 8)
bludgeoning damage. bludgeoning damage.
Rock. Ranged Weapon Attack: +12 to hit, range Rock. Ranged Weapon Attack: +12 to hit, range
60/240 ft., one target. Hit: 22 (3d10 + 8) 60/240 ft., one target. Hit: 22 (3d10 + 8)
bludgeoning damage. bludgeoning damage.
Legendary Actions
The hinox can take 3 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time
and only at the end of another creature's turn.
The hinox regains spent legendary actions at
the start of its turn.
Greatclub. The hinox makes a greatclub attack.
Charge. The hinox moves up to its speed.
Rock (Costs 2 Actions). The hinox makes a rock
attack.
20
Molduga Molduking
Huge monstrosity Huge monstrosity
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 18 (+4) 4 (-3) 15 (+2) 4 (-3) 23 (+6) 17 (+3) 20 (+5) 4 (-3) 15 (+2) 4 (-3)
Saving Throws STR +7, DEX +5, CON +7 Saving Throws STR +10, DEX +8, CON +9
Skills Stealth +5, Perception +5 Skills Stealth +7, Perception +6
Senses Tremorsense 120 ft., Passive Perception Senses Tremorsense 120 ft., Passive Perception
15 16
Challenge 6 (2,300 XP) Challenge 12 (8,400 XP)
21
Lynel Lynel Bow. Ranged Weapon Attack: +6 to hit,
Large monstrosity range 150/600 ft., one target. Hit: 10 (2d6 + 3)
piercing damage.
Armor Class 17 Fire Breath (Recharge 5–6). The lynel exhales fire
Hit Points 126 (12d10 + 60) in a 30-foot line that is 5 feet wide. Each creature
Speed 45 ft. in that area must make a DC 16 Dexterity saving
throw, taking 27 (6d8) fire damage on a failed
save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA
Legendary Actions
21 (+5) 16 (+3) 20 (+5) 13 (+1) 18 (+4) 9 (-1)
The lynel can take 2 legendary actions, choosing
Saving Throws STR +8, CON +8, WIS +7 from the options below. Only one legendary
Skills Athletics +8, Perception +7 action option can be used at a time and only at
the end of another creature's turn. The lynel
Senses Passive Perception 17
Languages Bokoblish regains spent legendary actions at the start of its
turn.
Challenge 8 (3,900 XP)
Attack. The lynel makes one weapon attack.
Legendary Resistance (1/Day). If the lynel fails a Rush. The lynel moves in a straight line up to its
saving throw, it can choose to succeed instead. speed. If it passes within 10 feet of a creature, it
can make one lynel sword attack against that
Actions creature.
Multiattack. The lynel makes two weapon attacks. Charge (Costs 2 Actions). The lynel regains the
use of its fire breath attack.
Lynel Sword. Melee Weapon Attack: +8 to hit,
reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing
damage.
22
Blue-Maned Lynel Lynel Bow. Ranged Weapon Attack: +10 to hit,
Large monstrosity range 150/600 ft., one target. Hit: 15 (3d6 + 5)
piercing damage.
Armor Class 19 Fire Breath (Recharge 5–6). The lynel exhales fire
Hit Points 225 (18d10 + 126) in a 60-foot line that is 5 feet wide. Each creature
Speed 45 ft. in that area must make a DC 21 Dexterity saving
throw, taking 65 (10d12) fire damage on a failed
save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA
Legendary Actions
26 (+8) 20 (+5) 24 (+7) 13 (+1) 21 (+5) 9 (-1)
The lynel can take 2 legendary actions, choosing
Saving Throws STR +13, CON +12, WIS +10 from the options below. Only one legendary
Skills Athletics +13, Perception +10 action option can be used at a time and only at
the end of another creature's turn. The lynel
Senses Passive Perception 20
Languages Bokoblish regains spent legendary actions at the start of its
turn.
Challenge 14 (11,500 XP)
Attack. The lynel makes one weapon attack.
Legendary Resistance (3/Day). If the lynel fails a Rush. The lynel moves in a straight line up to its
saving throw, it can choose to succeed instead. speed. If it passes within 10 feet of a creature, it
can make one lynel sword attack against that
Actions creature.
Multiattack. The lynel makes three weapon Charge (Costs 2 Actions). The lynel regains the
attacks. use of its fire breath attack.
Lynel Sword. Melee Weapon Attack: +13 to hit,
reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing
damage.
23
White-Maned Lynel Lynel Bow. Ranged Weapon Attack: +15 to hit,
Large monstrosity range 150/600 ft., one target. Hit: 22 (4d6 + 8)
piercing damage.
Armor Class 21 Fire Breath (Recharge 5–6). The lynel exhales fire
Hit Points 324 (24d10 + 192) in a 60-foot line that is 5 feet wide. Each creature
Speed 45 ft. in that area must make a DC 25 Dexterity saving
throw, taking 117 (18d12) fire damage on a failed
save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA
Legendary Actions
30 (+10) 26 (+8) 26 (+8) 13 (+1) 25 (+7) 9 (-1)
The lynel can take 2 legendary actions, choosing
Saving Throws STR +17, CON +15, WIS +14 from the options below. Only one legendary
Skills Athletics +17, Perception +14 action option can be used at a time and only at
the end of another creature's turn. The lynel
Senses Passive Perception 24
Languages Bokoblish regains spent legendary actions at the start of its
turn.
Challenge 21 (33,000 XP)
Attack. The lynel makes one weapon attack.
Legendary Resistance (5/Day). If the lynel fails a Rush. The lynel moves in a straight line up to its
saving throw, it can choose to succeed instead. speed. If it passes within 10 feet of a creature, it
can make one lynel sword attack against that
Actions creature.
Multiattack. The lynel makes four weapon Charge (Costs 2 Actions). The lynel regains the
attacks. use of its fire breath attack.
Lynel Sword. Melee Weapon Attack: +17 to hit,
reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing
damage.
24
Guardian Scout Guardian Skywatcher
Small construct Medium construct
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 1 (-5) 12 (+1) 20 (+5) 16 (+3) 8 (-1) 16 (+3) 1 (-5)
Actions Actions
Multiattack. The guardian makes two guardian Laser Beam (Recharge 5-6). Ranged Weapon
spear attacks. Attack: +5 to hit, range 150/600 ft., one target.
Hit: 39 (6d12) force damage.
Guardian Spear. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force
damage.
Laser Pulse (Recharge 4-6). Ranged Weapon
Attack: +5 to hit, range 60/240 ft., one target.
Hit: 18 (4d8) force damage.
Guardian Turret
Large construct
Armor Class 14
Hit Points 76 (8d10 + 32)
Speed 0 ft.
Skills Perception +6
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion,
Frightened, Poisoned
Senses Passive Perception 16
Languages Runic
Challenge 3 (700 XP)
Actions
Laser Beam. Ranged Weapon Attack: +10 to hit,
range 150/600 ft., one target. Hit: 39 (6d12)
force damage.
25
Guardian Stalker Immutable Form. The guardian is immune to any
Large construct spell or effect that would alter its form.
Siege Monster. The colossus deals double
Armor Class 19 damage to objects and structures.
Hit Points 152 (16d10 + 64) Actions
Speed 60 ft.
Laser Beam. Ranged Weapon Attack: +10 to hit,
range 150/600 ft., one target. Hit: 39 (6d12) force
STR DEX CON INT WIS CHA damage.
12 (+1) 24 (+7) 18 (+4) 8 (-1) 16 (+3) 1 (-5) Legendary Actions
Skills Perception +6 The guardian can take 3 legendary actions,
Damage Resistances Bludgeoning, Piercing, and choosing from the options below. Only one
Slashing Damage from Nonmagical Weapons legendary action option can be used at a time and
Damage Immunities Poison only at the end of another creature's turn. The
Condition Immunities Charmed, Exhaustion, guardian regains spent legendary actions at the
Frightened, Poisoned start of its turn.
Senses Passive Perception 16
Move. The guardian moves up to its speed.
Languages Runic
Challenge 8 (3,900 XP) Aim. The guardian takes aim at one creature it can
see within 150 feet of it. The next attack the
Legendary Resistance (3/Day). If the guardian guardian makes against that target has
fails a saving throw, it can choose to succeed advantage.
instead. Fire (Costs 3 Actions). The guardian makes one
laser beam attack.
Stalker. The guardian's movement does not
provoke opportunity attacks.
26
Monk Maz Koshia, Conduit of Actions
the Goddess Multiattack. Maz Koshia makes three weapon
Medium humanoid attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit,
Armor Class 20 reach 5 ft., one target. Hit: 14 (2d8 + 5)
Hit Points 144 (17d8 + 68)
bludgeoning damage plus 18 (4d8) force damage.
Speed 30 ft., fly 40 ft. (hover)
Ancient Bow. Ranged Weapon Attack: +10 to hit,
range 150/600 ft., one target. Hit: 14 (2d8 + 5)
STR DEX CON INT WIS CHA piercing damage plus 10 (4d4) force damage.
16 (+3) 21 (+5) 18 (+4) 18 (+4) 20 (+5) 14 (+2) Bonus Actions
Saving Throws STR +8, DEX +10, INT +9, WIS +10 Manifest Ki. All echoes of Maz Koshia are
Skills Arcana +9, History +9, Religion +9, Insight destroyed and six echoes (20 AC, 1 hit point, and
+10, Perception +10 immunity to all conditions) appear at points they
Senses Darkvision 60 ft., Passive Perception 20 can see within 15 feet of them. Maz Koshia can
Languages Hylian, Runic command their lesser echoes to move up to their
Challenge 16 (15,000 XP) speed on their turn (no action required). Weapon
attacks, including opportunity attacks, can
originate from the echoes spaces.
Innate Spellcasting. Maz Koshia’s innate
spellcasting ability is Wisdom (spell save DC 18, Legendary Actions
+10 to hit with spell attacks). They can innately
cast the following spells, requiring no Maz Koshia can take 3 legendary actions, choosing
components: from the options below. Only one legendary
action option can be used at a time and only at
3/day each: shield, enlarge/reduce (does not the end of another creature's turn. Maz Koshia
require concentration), see invisibility, telekinesis regains spent legendary actions at the start of
their turn.
1/day each: globe of invulnerability, teleportation
circle, wall of force Strike. Maz Koshia makes one weapon attack.
Divine Defense. While Maz Koshia is wearing no Teleport. Maz Koshia magically teleports, along
armor and wielding no shield, their AC includes with any equipment they are wearing and
their Wisdom modifier. carrying, to an unoccupied space they can see
within 30 feet.
Manifest Ki (Costs 2 Actions). Maz Koshia uses
their manifest ki action.
27
Divine Beast Vah Ruta Actions
Gargantuan construct
Multiattack. The Divine Beast makes three icicle
barrage attacks and uses its stomp.
Armor Class 25
Hit Points 410 (20d20 + 200) Icicle Barrage. Ranged Weapon Attack: +18 to hit,
Speed 50 ft., swim 50 ft. range 150/600 ft., one target. Hit: 23 (3d8 + 10)
cold damage.
STR DEX CON INT WIS CHA Stomp. The Divine Beast stomps one of its feet at
a point on the ground within 20 feet of it. Any
30 (+10) 8 (-1) 30 (+10) 20 (+5) 20 (+5) 10 (+0)
creature in a 20-foot-radius, 20-foot-high cylinder
centered on this point must succeed on a DC 26
Saving Throws WIS +13, CHA +8 Dexterity saving throw or take 33 (6d10)
Damage Resistances Bludgeoning, Piercing, and bludgeoning damage and fall prone. Until the
Slashing Damage from Nonmagical Weapons Divine Beast uses its Stomp again or moves, the
Damage Immunities Cold, Poison creature is restrained. While restrained in this
Condition Immunities Charmed, Exhaustion, way, the creature (or another creature within 5
Frightened, Poisoned feet of it) can use its action to make a DC 26
Senses Passive Perception 15 Strength check. On a success, the creature
Languages Runic relocates to an unoccupied space of its choice
Challenge 25 (3,900 XP) within 5 feet of the Divine Beast and is no longer
restrained.
Legendary Resistance (5/Day). If the Divine Beast Structures, as well as nonmagical objects that are
fails a saving throw, it can choose to succeed neither being worn nor carried, take the same
instead. amount of damage if they are in the cylinder (no
save).
Immutable Form. The Divine Beast is immune to
any spell or effect that would alter its form. Divine Weapon (1/Day). The Divine Beast fires its
beam in a 3-mile line that is 10 feet wide. Each
Siege Monster. The Divine Beast deals double
creature in that area must make a DC 26 Dexterity
damage to objects and structures.
saving throw, taking 52 (8d12) radiant damage on
a failed save, or half as much damage on a
successful one.
28
Divine Beast Vah Rudania Actions
Gargantuan construct
Multiattack. The Divine Beast makes three lava
bomb attacks and uses its stomp.
Armor Class 25
Hit Points 410 (20d20 + 200) Lava Bomb. Ranged Weapon Attack: +18 to hit,
Speed 50 ft., climb 50 ft. range 150/600 ft., one target. Hit: 23 (3d8 + 10) fire
damage.
STR DEX CON INT WIS CHA Stomp. The Divine Beast stomps one of its feet at
a point on the ground within 20 feet of it. Any
30 (+10) 8 (-1) 30 (+10) 20 (+5) 20 (+5) 10 (+0) creature in a 20-foot-radius, 20-foot-high cylinder
centered on this point must succeed on a DC 26
Saving Throws WIS +13, CHA +8 Dexterity saving throw or take 33 (6d10)
Damage Resistances Bludgeoning, Piercing, and bludgeoning damage and fall prone. Until the
Slashing Damage from Nonmagical Weapons Divine Beast uses its Stomp again or moves, the
Damage Immunities Fire, Poison creature is restrained. While restrained in this
Condition Immunities Charmed, Exhaustion, way, the creature (or another creature within 5
Frightened, Poisoned feet of it) can use its action to make a DC 26
Senses Passive Perception 15 Strength check. On a success, the creature
Languages Runic relocates to an unoccupied space of its choice
Challenge 25 (3,900 XP) within 5 feet of the Divine Beast and is no longer
restrained.
Legendary Resistance (5/Day). If the Divine Beast Structures, as well as nonmagical objects that are
fails a saving throw, it can choose to succeed neither being worn nor carried, take the same
instead. amount of damage if they are in the cylinder (no
save).
Immutable Form. The Divine Beast is immune to
any spell or effect that would alter its form. Divine Weapon (1/Day). The Divine Beast fires its
beam in a 3-mile line that is 10 feet wide. Each
Siege Monster. The Divine Beast deals double
creature in that area must make a DC 26 Dexterity
damage to objects and structures.
saving throw, taking 52 (8d12) radiant damage on
a failed save, or half as much damage on a
successful one.
29
Divine Beast Vah Medoh Actions
Gargantuan construct
Multiattack. The Divine Beast makes three aerial
bombardment attacks and uses its stomp.
Armor Class 25
Hit Points 410 (20d20 + 200) Aerial Bombardment. Ranged Weapon Attack:
Speed 10 ft., fly 50 ft. +18 to hit, range 150/600 ft., one target. Hit: 23
(3d8 + 10) force damage.
STR DEX CON INT WIS CHA Stomp. The Divine Beast stomps one of its feet at
a point on the ground within 20 feet of it. Any
30 (+10) 8 (-1) 30 (+10) 20 (+5) 20 (+5) 10 (+0) creature in a 20-foot-radius, 20-foot-high cylinder
centered on this point must succeed on a DC 26
Saving Throws WIS +13, CHA +8 Dexterity saving throw or take 33 (6d10)
Damage Resistances Bludgeoning, Piercing, and bludgeoning damage and fall prone. Until the
Slashing Damage from Nonmagical Weapons Divine Beast uses its Stomp again or moves, the
Damage Immunities Poison creature is restrained. While restrained in this
Condition Immunities Charmed, Exhaustion, way, the creature (or another creature within 5
Frightened, Poisoned feet of it) can use its action to make a DC 26
Senses Passive Perception 15 Strength check. On a success, the creature
Languages Runic relocates to an unoccupied space of its choice
Challenge 25 (3,900 XP) within 5 feet of the Divine Beast and is no longer
restrained.
Legendary Resistance (5/Day). If the Divine Beast Structures, as well as nonmagical objects that are
fails a saving throw, it can choose to succeed neither being worn nor carried, take the same
instead. amount of damage if they are in the cylinder (no
save).
Immutable Form. The Divine Beast is immune to
any spell or effect that would alter its form. Divine Weapon (1/Day). The Divine Beast fires its
beam in a 3-mile line that is 10 feet wide. Each
Siege Monster. The Divine Beast deals double
creature in that area must make a DC 26 Dexterity
damage to objects and structures.
saving throw, taking 52 (8d12) radiant damage on
a failed save, or half as much damage on a
successful one.
30
Divine Beast Vah Naboris Lightning Strike. Ranged Weapon Attack: +18 to
Gargantuan construct hit, range 150/600 ft., one target. Hit: 23 (3d8 + 10)
lightning damage.
Armor Class 25 Lightning Onslaught (Recharge 5-6). The Divine
Hit Points 410 (20d20 + 200) Beast creates an aura of lightning around it. All
Speed 50 ft., climb 50 ft. creatures within 120 feet of the Divine Beast must
make a DC 26 Dexterity saving throw, taking 78
(12d12) lightning damage on a failed save, or half
STR DEX CON INT WIS CHA as much damage on a successful one.
30 (+10) 8 (-1) 30 (+10) 20 (+5) 20 (+5) 10 (+0) Stomp. The Divine Beast stomps one of its feet at
a point on the ground within 20 feet of it. Any
Saving Throws WIS +13, CHA +8 creature in a 20-foot-radius, 20-foot-high cylinder
Damage Resistances Bludgeoning, Piercing, and centered on this point must succeed on a DC 26
Slashing Damage from Nonmagical Weapons Dexterity saving throw or take 33 (6d10)
Damage Immunities Lightning, Poison bludgeoning damage and fall prone. Until the
Condition Immunities Charmed, Exhaustion, Divine Beast uses its Stomp again or moves, the
Frightened, Poisoned creature is restrained. While restrained in this
Senses Passive Perception 15 way, the creature (or another creature within 5
Languages Runic feet of it) can use its action to make a DC 26
Challenge 25 (3,900 XP) Strength check. On a success, the creature
relocates to an unoccupied space of its choice
within 5 feet of the Divine Beast and is no longer
Legendary Resistance (5/Day). If the Divine Beast restrained.
fails a saving throw, it can choose to succeed
instead. Structures, as well as nonmagical objects that are
neither being worn nor carried, take the same
Immutable Form. The Divine Beast is immune to amount of damage if they are in the cylinder (no
any spell or effect that would alter its form. save).
Siege Monster. The Divine Beast deals double Divine Weapon (1/Day). The Divine Beast fires its
damage to objects and structures. beam in a 3-mile line that is 10 feet wide. Each
creature in that area must make a DC 26 Dexterity
Actions saving throw, taking 52 (8d12) radiant damage on
Multiattack. The Divine Beast makes three a failed save, or half as much damage on a
lightning strike attacks and uses its stomp. successful one.
31
Calamity Ganon, Scourge of Actions
Hyrule Multiattack. Calamity Ganon makes three claw
Huge fiend attacks and a slam attack.
Claw. Melee Weapon Attack: +16 to hit, reach
Armor Class 21 10ft., one target. Hit: 15 (1d12 + 9) piercing
Hit Points 432 (16d10 + 64)
damage.
Speed 40 ft., climb 40 ft.
Slam. Calamity Ganon slams down onto the floor.
All other creatures within 10 feet of Calamity
STR DEX CON INT WIS CHA Ganon take 39 (6d12) bludgeoning damage.
29 (+9) 26 (+8) 25 (+7) 9 (-1) 11 (+0) 11 (+0) Laser Beam (Recharge 4-6). Ranged Weapon
Attack: +15 to hit, range 150/600 ft., one target.
Saving Throws WIS +7, CHA +7 Hit: 78 (12d12) force damage.
Damage Immunities Necrotic, Poison;
Bludgeoning, Piercing, and Slashing Damage
Legendary Actions
from Nonmagical Weapons Calamity Ganon can take 3 legendary actions,
Condition Immunities Frightened choosing from the options below. Only one
Senses Passive Perception 10 legendary action option can be used at a time and
Languages All only at the end of another creature's turn.
Challenge 23 (50,000 XP) Calamity Ganon regains spent legendary actions
at the start of its turn.
Legendary Resistance (3/Day). If Calamity Ganon
fails a saving throw, it can choose to succeed Charge. Calamity Ganon regains the use of its
instead. Laser Beam attack.
Reposition. Calamity Ganon moves up to its
Regeneration. Calamity Ganon regains 50 hit speed without provoking opportunity attacks.
points at the start of each of its turns.
Fire (Costs 2 Actions). Calamity Ganon makes one
laser beam attack.
32
Dark Beast Ganon, Hatred and Tail. Melee Weapon Attack: +19 to hit, reach 20ft.,
one target. Hit: 24 (4d6 + 10) bludgeoning
Malice Incarnate damage. If the target is a creature, it must
Gargantuan fiend succeed on a DC 20 Strength saving throw or be
knocked prone.
Armor Class 25 Frightful Presence. Each creature of Dark Beast
Hit Points 676 (33d20 + 330) Ganon’s choice within 120 feet of it and aware of it
Speed 40 ft. must succeed on a DC 17 Wisdom saving throw or
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
STR DEX CON INT WIS CHA turns, with disadvantage if Dark Beast Ganon is
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0) within line of sight, ending the effect on itself on a
success. If a creature’s saving throw is successful
or the effect ends for it, the creature is immune to
Saving Throws INT +5, WIS +9, CHA +9
Dark Beast Ganon’s Frightful Presence for the next
Damage Immunities All damage types except 24 hours.
Radiant
Senses Passive Perception 10 Swallow. Dark Beast Ganon makes one bite attack
Challenge 30 (155,000 XP) against a Large or smaller creature it is grappling.
If the attack hits, the target takes the bite’s
Legendary Resistance (5/Day). If Dark Beast damage, the target is swallowed, and the grapple
ends. While swallowed, the creature is blinded
Ganon fails a saving throw, it can choose to
succeed instead. and restrained, it has total cover against attacks
and other effects outside Dark Beast Ganon, and
Magic Resistance. Dark Beast Ganon has it takes 56 (16d6) acid damage at the start of each
advantage on saving throws against spells and of Dark Beast Ganon’s turns.
other magical effects. If Dark Beast Ganon takes 60 damage or more on
Malice Absorption. Whenever Dark Beast Ganon a single turn from a creature inside it, Dark Beast
is subjected to necrotic damage, it takes no Ganon must succeed on a DC 20 Constitution
damage and instead regains a number of hit saving throw at the end of that turn or regurgitate
points equal to the necrotic damage dealt. all swallowed creatures, which fall prone in a
space within 10 feet of Dark Beast Ganon. If Dark
Siege Monster. Dark Beast Ganon deals double Beast Ganon dies, a swallowed creature is no
damage to objects and structures. longer restrained by it and can escape from the
Actions corpse by using 30 feet of movement, exiting
prone.
Multiattack. Dark Beast Ganon can use its
Frightful Presence. It then makes five attacks: one Legendary Actions
with its bite, two with its claws, one with its horns, Dark Beast Ganon can take 3 legendary actions,
and one with its tail. It can use its Swallow instead choosing from the options below. Only one
of its bite. legendary action option can be used at a time and
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., only at the end of another creature’s turn. Dark
one target. Hit: 36 (4d12 + 10) piercing damage. If Beast Ganon regains spent legendary actions at
the target is a creature, it is grappled (escape DC the start of its turn.
20). Until this grapple ends, the target is Attack. Dark Beast Ganon makes one claw attack
restrained, and Dark Beast Ganon can’t bite or tail attack.
another target.
Move. Dark Beast Ganon moves up to half its
Claw. Melee Weapon Attack: +19 to hit, reach speed.
15ft., one target. Hit: 28 (4d8 + 10) slashing
damage. Devour (Costs 2 Actions). Dark Beast Ganon
makes one bite attack or uses its Swallow.
Horns. Melee Weapon Attack: +19 to hit, reach
10ft., one target. Hit: 32 (4d10 + 10) piercing
damage.
33