Posts Tagged ‘twilight princess’

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Helmasaurus

February 5, 2010

Helmasaurus
Medium Beast
Hit Dice: 2d10+3 (13 hp)
Initiative: +0
Speed: 30 ft.
AC: 16 (+6 natural), 12 from behind
Attacks: Headbutt +3 melee
Damage: Headbutt 1d8+1
Face/Reach: 5ft. by 5ft./5ft
Special Qualities: Scent
Saves: Fort+2, Ref-1, Will+0
Abilities: Str19, Dex8, Con17, Int2, Wis10, Cha6
Skills: Listen +3, Spot +3
Feats: —
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge rating: 1
Treasure: Rupees
Alignment: Shadow
Advancement: —

Helmasauruses are dinosaur-like reptiles wearing metal masks. They are fond of charging. A Helmasaur’s defensive armour is mainly concentrated in its mask, so its AC is lower if it is attacked from behind. Unlike the weaker Helmasaurs, a Helmasaurus’s mask cannot be grappled off.

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Helmasaur

February 5, 2010

Helmasaur
Medium Beast
Hit Dice: 1d10+3 (8hp)
Initiative: +0
Speed: 30 ft.
AC: 15 (+5 natural), 12 from behind
Attacks: Headbutt +3 melee
Damage: Headbutt 1d8+1
Face/Reach: 5ft. by 5ft./5ft
Special Qualities: Scent
Saves: Fort+2, Ref-1, Will+0
Abilities: Str17, Dex8, Con15, Int2, Wis10, Cha6
Skills: Listen +3, Spot +3
Feats: —
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge rating: ½
Treasure: Rupees
Alignment: Shadow
Advancement: —

Helmasaurs are dinosaur-like reptiles wearing metal masks. They are fond of charging. A Helmasaur’s defensive armour is mainly concentrated in its mask, so its AC is lower if it is attacked from behind. Its mask can also be grappled off (especially with items such as the hookshot or clawshot), lowering its AC.

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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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Death Sword

February 2, 2010

Death Sword
Huge Undead
Hit Dice: 12d8+25 (73 hp)
Initiative: -1 (Dex)
Speed: 40 ft.
AC: 18 (-2 size, -1 Dex, +8 natural)
Attacks: Huge greatsword +10 melee
Damage: Huge greatsword 2d8
Special Attacks: —
Special Qualities: Invisibility
Saves: Fort+12, Ref+3, Will+4
Abilities: Str25, Dex8, Con19, Int6, Wis10, Cha17
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 6
Treasure: Double Standard
Alignment: Shadow
Advancement: —

Death Sword is an ancient demon that once terrorized the Gerudo Desert. Adventurers who encounter Death Sword at first see nothing but a large, squared-off sword stuck in the ground. The writing on the sword reads “Gobera”. A Knowledge: History check reveals that this is an ancient word meaning “death”.

Death Sword’s body is invisible to the naked eye. Players attempting to deduce where its body is in relation to its sword take a -5 penalty to attack.

Death Sword’s sword has an AC of 15 and a DC of 25 to break it.

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Beamos

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.

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Argorok

February 1, 2010

Argorok
Huge Dragon
Hit Dice: 25d12+150 (312 HP)
Initiative: +0
Speed: 40 ft., fly 150 ft.
AC: 32 (-2 size, +24 natural), 27 without armour
Attacks: Bite +34, 2 claws +34, 2 wings +34, tail slap +34, crush +34
Damage: Bite 2d8, claw 2d6, wing 1d8, tail slap 2d6, crush 4d6
Face/Reach: 10ft. by 20ft./10ft.
Special Attacks: Breath Weapon (fire) 100 ft. line, 50 ft. cone, 14d10, Frightful Presence DC 26
Special Qualities: Dragon, Fire Subtype, Damage Reduction 10/+1, Blindsight, Keen Senses, Flyby Attack, Hover, Snatch, Wingover
Saves: Fort+20, Ref+14, Will+18
Abilities: Str33, Dex10, Con23, Int18, Wis19, Cha18
Skills: Jump +10, Spot +15, Listen +15
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 12
Treasure: Double Standard
Alignment: Shadow
Advancement: —

A huge red dragon with black armour, Argorok prefers high places. It has a wide variety of attacks available to it, making it perhaps one of the toughest enemies in the game. Its presence alone may cause characters to run in fear. However, successfully knocking or pulling Argorok from the sky, causing it to slam into the ground, will cause it to lose bits of its black armour for -1 AC per knockdown. Without any armour at all, its AC is 27.

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Red Tektite

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.