Posts Tagged ‘termina’

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Wizzrobe

February 7, 2010

Wizzrobe
Medium Outsider
Hit Dice: 6d8+6 (33 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 18 (+2 Dex, +6 natural)
Attacks: Fire spell, ice spell
Damage: Fire spell 1d8 fire, ice spell 1d8 ice
Face/Reach: 5ft./5ft./5ft.
Special Qualities: Innate short-range teleportation
Saves: Fort+6, Ref+7, Will+7
Abilities: Str16, Dex15, Con12, Int14, Wis15, Cha13
Feats: Dodge, Improved Initiative
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Shadow
Advancement: 7-9HD (Medium size), 10-18HD (Large)

Wizzrobes are a well-known monster in Hyrule. Appearing as a short human swathed in robes, they can teleport short distances to surprise their opponents with fire and ice attacks. Wizzrobes avoid hand-to-hand combat at all costs and will teleport to a safer distance rather than lock arms.

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Snapper

February 6, 2010

Snapper
Large Beast
Hit Dice: 6d12+30 (66 hp)
Initiative: +0
Speed: 20ft., swim 30ft.
AC: 20 (-1 size, +11 natural)
Attacks: Bite +9 melee, 2 claws +7 melee
Damage: Bite 2d6+8, claw 1d8+4
Face/Reach: 20ft. by 20ft./10ft.
Special Attacks: —
Special Qualities: Scent, fire immunity, Alertness, Blind-Fight
Saves: Fort+13, Ref+8, Will+9
Abilities: Str17, Dex10, Con18, Int12, Wis13, Cha12
Skills: Hide+7, Intimidate+16, Listen +18, Search+16, Spot+18
Climate/Terrain: Aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: Double Standard
Alignment: Wisdom
Advancement: —

Snappers are large, turtle-like creatures normally found in Termina. They are ungainly but dangerous. Their tough shells make them hard to damage, but they are not very fast.

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Desbreko

February 4, 2010

Desbreko
Medium Beast
Hit Dice: 3d8+3 (16 hp)
Initiative: +2 (Dex)
Speed: swim 60 ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6+1
Face/Reach: 5ft. by 5ft./5 ft.
Special Qualities: Keen scent
Saves: Fort+4, Ref+5, Will+2
Abilities: Str13, Dex15, Con13, Int1, Wis12, Cha2
Skills: Listen+7, Spot+7
Feats: Weapon Finesse (bite)
Climate/Terrain: Any aquatic
Organization: Solitary, school (2-5), or pack (6-11)
Challenge Rating: 1
Treasure: Standard
Alignment: Wisdom
Advancement: 4-6HD (Medium)

Desbreko are large skeleton fish with fearsome teeth. They attack in groups, often along with skullfish, and will not relent once they sense prey.

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Skullfish

February 4, 2010

Skullfish
Small Beast
Hit Dice: 1d8+3 (7 hp)
Initiative: +2 (Dex)
Speed: swim 40 ft.
AC: 16 (+1 size, +2 Dex, +3 natural)
Attacks: Bite +2 melee
Damage: Bite 1d3+1
Face/Reach: 5ft. by 5ft./5 ft.
Special Qualities: Keen scent
Saves: Fort+4, Ref+5, Will+2
Abilities: Str13, Dex15, Con13, Int1, Wis12, Cha2
Skills: Listen+3, Spot+4
Feats: Weapon Finesse (bite)
Climate/Terrain: Any aquatic
Organization: Solitary, school (2-5), or pack (6-11)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Wisdom
Advancement: 4-6HD (Medium)

Skullfish are small skeleton fish with fearsome teeth. They attack in groups, often led by a Desbreko.

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Garo: The Sheikah of Termina

January 24, 2010

Sheikah are mysteriously (or perhaps not so mysteriously) absent in Majora’s Mask. Where do they fit in? Even more importantly, how can a player wanting to be a Zelda ninja make his background plausible? The answer, in Book of Mudora, lies with the Garo.

During the Unification War in Hyrule, the Hylians, Sheikah, Zora, Gorons, and Gerudo finally…well, united. During this war, the Hylian royal family (the seat of power in the land) somehow betrayed the Sheikah. The Sheikah added a teardrop to their eye symbol in remembrance of this betrayal and moved on, continuing to serve the Hylian royal family.

At the same time, Termina was also undergoing a Unification War which included the Deku nation in Termina proper and the Sheikah nation, Garo. In Termina, the seat of power was again the Hylian royal family in Ikana Valley. They, too, betrayed their Sheikah. However, instead of changing their symbol and getting on with their lives, the Sheikah in Termina got revenge, wiping the Ikana Kingdom off the face of Termina and returning to Garo.

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Peahat

January 24, 2010

Peahat
Large Plant
Hit Dice: 3d10+9 (25 hp)
Initiative: +0
Speed: 10ft.
AC: 18 (-1 size, +9 natural), 25 against ranged weapons
Attacks: Blades +6 melee
Damage: Blades 2d6+7
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: —
Special Qualities: Plant
Saves: Fort+6, Ref+3, Will+2
Abilities: Str21, Dex10, Con17, Int1, Wis13, Cha6
Skills: Listen +4
Climate/Terrain: Field
Organization: Solitary or cluster (2-4)
Challenge Rating: 3
Treasure: Standard
Alignment: Courage
Advancement: 4HD (large), 5-9HD (huge)

The Peahat is a strange, pineapple-shaped plant. It remains stationary in the ground until it hears an enemy nearby, when it rises up into the air. It spins razor-sharp leaves in a circle to protect itself.

Ranged weapons merely bounce off its tough bark; adventurers wishing to kill a Peahat must target its exposed root ball when it rises out of the ground. The Peahat does not actively attack, but players wishing to strike at its roots within melee range must make a 15 Reflex save to duck around its whirling blades.

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Travel to Twilight

June 14, 2009

Unless you’re playing wholly in the Twilight Realm, the inclusion of a Twili in your party means that the players must think up the way that the Twili got to the Light Realm in the first place. The destruction of the Mirror of Twilight at the end of Twilight Princess makes this tricky; however, there are many options to choose from.

  • Ganondorf seems able to travel between the Light Realm and the Twilight Realm at will. Since Twilight Princess proves that the Goddesses’ magic is the most powerful magic, perhaps the possession of a piece of the Triforce enables a person to move freely between the realms.
  • Rusl hints that the Twilight Realm and the Light Realm overlap at twilight. Perhaps it is possible to travel between the realms at that time, if one knows how.
  • The Mirror of Twilight was rebuilt after it broke into four pieces; perhaps the shards can still be put back together.
  • Perhaps the shards of the Mirror of Twilight changed the area of Arbiter’s Grounds they landed in, making travel possible.
  • Perhaps a new Mirror of Twilight can be built.
  • Termina mirrors Hyrule in many ways; perhaps the Terminans have their own counterpart to the Mirror of Twilight.
  • The Terminans are clever with gadets; perhaps they can build a device for crossing between realms.

Remember, if you can explain it well enough, you can make it work!

~ Bodo