Posts Tagged ‘ocarina of time’
February 3, 2010
Floormaster
Medium Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 20 ft.
AC: 15 (+5 natural)
Attacks: Slam, constrict
Damage: Slam 1d6, constrict 1d3+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: —
Special Qualities: Split/regenerate
Saves: Fort+2, Ref+1, Will+4
Abilities: Str16, Dex10, Con13, Int4, Wis13, Cha7
Skills: Hide +7, Move Silently +4
Feats: Improved Initiative
Climate/Terrain: Underground, forest, or indoors
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Shadow
Advancement: —
A giant hand severed at the wrist, a floormaster walks on its fingers toward its target, then glows green and charges. If given the opportunity, it will latch onto its opponent and squeeze it to death.
When half a floormaster’s health is gone, it splits into three small hands, each with 1/3 of the creature’s remaining health and +1 to AC. After three rounds, these hands will each grow into a full-fledged floormaster (1 full action) with full health.
Posted in enemies, shadow-aligned | Tagged zelda, d20, dungeons and dragons, rpg, tabletop, dice, pen and paper, legend of zelda, enemies, ocarina of time, Mudora, Book of Mudora, wind waker | Leave a Comment »
February 3, 2010
Flare Dancer
Medium Outsider (Fire)
Hit Dice: 7d8+25 (56 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 21 (+1 Dex, +10 natural), 11 when extinguished.
Attacks: 2 claws +4 melee
Damage: Claw 1d4+2 fire
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fire trail
Special Qualities: Fire subtype, fast healing 2, damage reduction 3/+1
Saves: Fort+3, Ref+4, Will+3
Abilities: Str10, Dex13, Con10, Int12, Wis11, Cha15
Skills: Listen +6, Move Silently +7, Spot +6
Feats: Improved Initiative
Climate/Terrain: Volcano
Organization: Solitary
Challenge Rating: 4
Treasure: Double Standard
Alignment: Power
Advancement: —
Flare Dancers appear as women on fire. When they move, they leave a trail of fire behind them for 10 feet that lasts for 1 round. If a player touches this fire, it causes 1d3 fire damage. They receive double damage from water or cold attacks, but can heal 1d6 hp per round if touching a flame at least the size of a torch. (This is a full action.)
Flare Dancers’ fire armor is tough to penetrate. The best tactic for killing one is to douse it with water or cast a water or ice spell on it. Normal water will extinguish the armor for 2 rounds; water or ice spells will extinguish the armor for 4 rounds. With its armor put out, the Flare Dancer is vulnerable to any normal weapon.
Posted in enemies, power-aligned | Tagged zelda, d20, dungeons and dragons, rpg, tabletop, dice, pen and paper, legend of zelda, enemies, ocarina of time, Mudora, Book of Mudora | Leave a Comment »
February 2, 2010
False Door
Medium Construct
Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: —
AC: 14 (+4 natural)
Attacks: Slam +2 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+0, Ref+0, Will-5
Abilities: Str12, Dex10, Con—, Int—, Wis1, Cha1
Skills: —
Feats: —
Climate/Terrain: Indoors
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Shadow
Advancement: —
Specifically created as traps, false doors are not really alive. There is nothing but wall behind them; they disguise themselves as normal doors, then fall on whoever wanders within range.
False Door
Medium Construct
Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: —
AC: 14 (+4 natural)
Attacks: Slam +2 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+0, Ref+0, Will-5
Abilities: Str12, Dex10, Con—, Int—, Wis1, Cha1
Skills: —
Feats: —
Climate/Terrain: Indoors
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Shadow
Advancement: —
Specifically created as traps, false doors are not really alive. There is nothing but wall behind them; they disguise themselves as normal doors, then fall on whoever wanders within range.
Posted in enemies, shadow-aligned | Tagged zelda, d20, dungeons and dragons, rpg, tabletop, dice, pen and paper, legend of zelda, enemies, ocarina of time, Mudora, Book of Mudora | Leave a Comment »
February 1, 2010
Beamos
Medium Construct
Hit Dice: 5d10 (25 hp)
Initiative: +0
Speed: — (can’t move)
AC: 15 (+5 natural)
Attacks: Eyeball ray +3 ranged
Damage: Eyeball ray 1d8
Face/Reach: 5ft. by 5ft./20ft.
Special Attacks: —
Special Qualities: Construct
Saves: Fort+5, Ref+5, Will+5
Abilities: Str16, Dex10, Con—, Int—, Wis10, Cha1
Skills: Spot +6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Power
Advancement: —
Beamos are statues with a rotating head and one glowing eye. This eye can only see for twenty feet, but it shoots a dangerous laser at anything that it sees. The only way to kill it is by attacking its eye (usually with a ranged weapon) or blowing its head off with a bomb.
A Beamos’s ray can be reflected with a Mirror Shield.
Posted in enemies, power-aligned | Tagged mirrors, twilight princess, zelda, d20, dungeons and dragons, rpg, tabletop, dice, pen and paper, legend of zelda, enemies, ocarina of time, Mudora, Book of Mudora, wind waker | Leave a Comment »
January 31, 2010
Tektite, Red
Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 30ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Headbutt +4 melee
Damage: Headbutt 1d6
Face/Reach: 5ft./5ft./5ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+4, Ref+3, Will+0
Abilities: Str11, Dex17, Con12, Int—, Wis10, Cha2
Feats: Weapon Finesse (headbutt)
Climate/Terrain: Any land
Organization: Solitary or colony (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Power
Advancement: 3HD (Medium size)
Tektites are spider-like creatures with one eye. They often move by jumping and can survive long falls without harm, often pouncing at enemies over the sides of ledges. Red Tektites only differ from their red counterparts in environment. Red Tektites live on land, preferring mountainous or otherwise warm areas.
Posted in enemies, power-aligned | Tagged twilight princess, zelda, d20, dungeons and dragons, rpg, tabletop, dice, pen and paper, legend of zelda, enemies, ocarina of time, Mudora, Book of Mudora, wind waker | Leave a Comment »
January 31, 2010
Tektite, Blue
Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 30ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Headbutt +4 melee
Damage: Headbutt 1d6
Face/Reach: 5ft./5ft./5ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+4, Ref+3, Will+0
Abilities: Str11, Dex17, Con12, Int—, Wis10, Cha2
Feats: Weapon Finesse (headbutt)
Climate/Terrain: Any aquatic
Organization: Solitary or colony (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Wisdom
Advancement: 3HD (Medium size)
Tektites are spider-like creatures with one eye. They often move by jumping and can survive long falls without harm, often pouncing at enemies over the sides of ledges. Blue Tektites only differ from their red counterparts in environment. Blue Tektites live in wet areas and can stand and jump on top of water, but cannot dive.
Tektite, Blue
Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 30ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Headbutt +4 melee
Damage: Headbutt 1d6
Face/Reach: 5ft./5ft./5ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+4, Ref+3, Will+0
Abilities: Str11, Dex17, Con12, Int—, Wis10, Cha2
Feats: Weapon Finesse (headbutt)
Climate/Terrain: Any aquatic
Organization: Solitary or colony (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Wisdom
Advancement: 3HD (Medium size)
Tektites are spider-like creatures with one eye. They often move by jumping and can survive long falls without harm, often pouncing at enemies over the sides of ledges. Blue Tektites only differ from their red counterparts in environment. Blue Tektites live in wet areas and can stand and jump on top of water, but cannot dive.
Posted in enemies, wisdom-aligned | Tagged twilight princess, zelda, d20, dungeons and dragons, rpg, tabletop, dice, pen and paper, legend of zelda, enemies, ocarina of time, Mudora, Book of Mudora, wind waker | Leave a Comment »
January 29, 2010
Posted in Module: Shadow King | Tagged twilight, twilight realm, light realm, mirror of twilight, mirrors, twilight princess, zelda, d20, dungeons and dragons, rpg, tabletop, dice, pen and paper, legend of zelda, shadow king, ocarina of time, Mudora, Book of Mudora, wind waker | Leave a Comment »
January 29, 2010
Kalle Demos
Huge Plant
Hit Dice: 6d8+14 (51 hp)
Initiative: +0
Speed: 10 ft.
AC: 16 (-2 size, +8 natural)
Attacks: Slam +2 melee, Electric Shock
Damage: Slam 2d4, Electric Shock 1d6
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Improved Grab
Special Qualities: Plant Traits.
Saves: Fort+5, Ref+4, Will+8
Abilities: Str15, Dex15, Con16, Int15, Wis16, Cha16
Skills: —
Feats: —
Climate/Terrain: Forest or underground
Organization: Solitary
Challenge Rating: 4
Treasure: Double standard
Alignment: Shadow
Advancement: —
This gigantic flower is usually found in wooded areas, but its electrical qualities give it resemblance to many of Hyrule’s aquatic monsters. It is not very intelligent, but it is persistent; its favored method of attack is to grapple its enemy immediately, then shock it to death.
Posted in enemies, shadow-aligned | Tagged twilight princess, zelda, d20, dungeons and dragons, rpg, tabletop, dice, pen and paper, legend of zelda, enemies, ocarina of time, Mudora, Book of Mudora, wind waker | Leave a Comment »
January 29, 2010
Stinger
Medium Beast
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: Swim 40 ft., Hover 10ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Electric shock
Damage: Electric Shock 1d6
Face/Reach: 5ft./5ft./5ft.
Special Qualities: —
Saves: Fort+4, Ref+6, Will+1
Abilities: Str11, Dex17, Con13, Int2, Wis12, Cha6
Feats: —
Climate/Terrain: Any aquatic
Organization: School (2-20)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Courage
Advancement: 3-4HD (Medium size), 5-6HD (Large)
Stingers are very protective of their territory. When a school notices a disturbance in its area, the stingers launch themselves out of the water to shock the enemy when they connect. A stinger out of the water can hover for 1d3 rounds; it will usually attempt to return to the water for another strike.
Posted in enemies, courage-aligned | Tagged twilight princess, zelda, d20, dungeons and dragons, rpg, tabletop, dice, pen and paper, legend of zelda, enemies, ocarina of time, Mudora, Book of Mudora, wind waker | Leave a Comment »
January 29, 2010
Octorok, Big
Large Beast
Hit Dice: 4d8+6 (22 hp)
Initiative: +2 (Dex)
Speed: 20 ft., swim 30 ft.
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: 8 tentacle rakes +4 melee, bite +5 melee
Damage: Tentacle rake 1d4+2, bite 1d8+2
Face/Reach: 5ft./5ft./10ft.
Saves: Fort. +7, Ref.+8, Will+3
Abilities: Str.20, Dex15, Con13, Int2, Wis12, Cha3
Skills: Listen +4, Spot +4
Climate/Terrain: Any aquatic
Organization: Solitary, or pair
Challenge rating: 3
Treasure: Standard
Alignment: Power
Advancement: 9-12HD (Large), 13-24HD (Huge)
Big Octoroks are nearly identical to their normal-sized counterparts in appearance. Instead of spitting rocks, they attempt to bite their enemies.
Posted in enemies, power-aligned | Tagged twilight princess, zelda, d20, dungeons and dragons, rpg, tabletop, dice, pen and paper, legend of zelda, enemies, ocarina of time, Mudora, Book of Mudora, wind waker | Leave a Comment »