Stal (species)
This page or section is incomplete, and will eventually be expanded with more information. |
Stal creatures
Creature | Challenge | Summary |
---|---|---|
%PAGE% | 0.125 | A lumbering skeletal humanoid with unusually long arms for its small size. It attacks from the ground with clumsy claw swipes. |
%PAGE% | 0.5 | |
%PAGE% | 0.25 | This undead, skeletal horse arises at night. They say only monsters ride such fell steeds. |
%PAGE% | 0.5 | This undead, skeletal hound arises at night. In small packs, they strike unwary travelers without reason. |
Creature modification
The statblock for a stal creature can be created from any base creature that is neither a construct nor undead. Use the following modifications as a guideline.
Ability scores. The stal's Constitution score becomes 15. Its Intelligence, Wisdom, and Charisma scores are all reduced to 6 if they would otherwise be higher.
Senses. A stal gains darkvision to a range of 60 feet, unless the base creature had superior senses. A stalbeast may gain proficiency in Perception to compensate for a lowered Wisdom score. Almost every stal has eyes of red or yellow that dimly glow.
Immunities. A stal is immune to poison damage and the poisoned condition. Unlike D&D skeletons, they are not immune to the exhaustion condition.
Resistances. A stal resists cold, fire, and lightning damage. These resistances are primarily based on apparent resilience in Breath of the Wild. Some powerful stal creatures may also resist necrotic damage.
Vulnerability. Unless it is heavily armored, a stal is vulnerable to thunder damage. The bones of stal tend to be blown apart by bombs quite easily. Some stal creatures may even be knocked prone if they take thunder damage.
Alignment. If the base creature is unaligned, it remains unaligned as a stal. Most stal are animated by dark magic, so those with enough Intelligence to have alignment often become evil. Unlike D&D skeletons, stal creatures often retain some fragment of their former self in undeath, particularly so in Termina.
Undead Nature. A stal creature does not require air, food, water, or sleep.
Other details. A stal loses any of the base creature's abilities that rely on fleshy internal organs or mental abilities that have been lost. If the base creature has manufactured armor, the stal usually only retains scraps of that armor, represented with partial armor. All these changes will likely alter the creature's Challenge rating.
Player-character details
If your DM allows it, you can choose stal as a subrace when creating your character, replacing a normal subrace for your race. If a player-character is or becomes a stal, perhaps through a curse or blessing, apply the following changes. Generally a character that is a construct or already undead cannot become a stal.
Although a stal character may sometimes be more physically capable than a living character, the sheer disdain Races of Light have for stalfos usually make seeking this transformation a fool's errand. Sages may deliberately hunt down stalfos with spells such as life, while adventurers and warriors are likely to sling bombs on sight.
Type. Your creature type becomes undead, replacing your normal creature type(s). You are unaffected by any game effect which only affects humanoids.
Alignment. If you were good, you likely become neutral. If you were neutral, you likely become evil.
Age. Stal creatures are created in adulthood. Their bones are not immune to decay. Unless fossilized or preserved, a stalfos may die for good of "old age" after about 1,000 years after it became undead. There are no overt signs of aging.
Undead Nature. You do not require air, food, water, or sleep. You must still rest to gain the benefits of resting.
Player-character traits
If a player-character is or becomes a stal, apply the following changes.
Ability Score Increase. Your Constitution score increases by 2, to a maximum of 20. Your Intelligence, Wisdom, and Charisma scores each decrease by 2.
Darkvision. 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.
Standing Leap. If you are unencumbered, not wearing armor, and your speed isn't reduced, you can jump a length or height of up to 20 feet, with or without a running start. These jumps can avoid most forms of difficult terrain.
Skeletal Defenses. You have resistance to cold, fire, and lightning damage. You can endure extreme cold, extreme heat, and high altitudes without saving throws. You are immune to poison damage and cannot be poisoned.
Blasted Bones. You are vulnerable to thunder damage.
Sunlight Weakness. While in sunlight, you have disadvantage on attack rolls, ability checks, and saving throws. Instead of gaining a feat when you would be able to do so, you can instead choose to remove this weakness permanently.
Languages. You learn to speak, read, and write Stal. Most stal creatures do not retain the languages they knew in life, but a player-character is an exception.
The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.