Majora (creature)
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Majora | |||||
Large construct, chaotic evil Armor Class 19 Heart Points 105 (10d10 + 50) Speed 40 ft., fly 30 ft. | |||||
STR 16 (+3) |
DEX 20 (+5) |
CON 21 (+5) |
INT 21 (+5) |
WIS 18 (+4) |
CHA 24 (+7) |
Saving Throws Con +12, Wis +11, Cha +14 | |||||
Damage Vulnerabilities force | |||||
Damage Immunities necrotic, poison | |||||
Condition Immunities charmed, petrified, poisoned | |||||
Senses truesight 120 ft., passive Perception 14 | |||||
Languages one Ancient, Twilit; plus any languages known by the host of Majora's Mask (which usually includes Hylian it knew in life) | |||||
Challenge 24 (62,000 XP) | Proficiency Bonus +7 | ||||
Formidable Magic. Majora has advantage on any saving throw made to maintain concentration. Any ability check made to to dispel a spell Majora has cast is made with disadvantage.
Innate Spellcasting. Majora's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Majora can innately cast the following spells, requiring no material components:
Legendary Resistance (3/day). If the Majora fails a saving throw, it can choose to succeed instead. Pain Transmutation. Majora is capable of absorbing damage to grow its form and enhance its physical capabilities. Each time it would be killed or reduced to 0 heart points, this feature activates to fully recover Majora's heart points, absolve it of any conditions or spell effects, and grow it slightly in both size and power. Each time it uses this feature in a day, Majora gains a cumulative +2 bonus to its attack rolls, ability checks, and saving throws. Majora's reach is initially 5 feet, but its reach increases by 5 feet each time it uses this feature. | |||||
Actions Multiattack. Majora makes two attacks, plus one extra attack for each time it has used Pain Transmutation. Slam. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage plus 11 (2d10) force damage. Whip. Melee Spell Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 11 (2d10) force damage. If Majora has used Pain Transformation twice, the target must succeed on a DC 20 Strength saving throw or be knocked prone. Death Bolt. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 22 (4d10) necroitc damage. Heat Beams. (Recharge 5-6). Majora's eyes emit a burning beam of light in either a 5-foot wide line 90 feet long, or a 30-foot cone. A creature in the area must succeed on a DC 20 Dexterity saving throw or take 39 (6d12) fire damage plus 26 (4d12) force damage. | |||||
Legendary Actions The majora 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 majora regains spent legendary actions at the start of its turn. Bolt. Majora casts death bolt from an object it is affecting with animate objects or creation. Conjure Toys. Majora casts creation without consuming a spell slot to create up to four Tiny masks, tops, or other simple toys. Attack. (Costs 2 Actions.) Haste. (Costs 2 Actions, after using Pain Transmutation.) |
“ | “Created for use in ancient hexing rituals, this mask was infused with such dark magic that it became an evil creature in its own right.” |
— Trophy, Super Smash Bros. for Nintendo 3DS/Wii U |
Though its exact origin is shrouded in rumor and myth, Majora's history is entwined with an artifact known as Majora's Mask. This mask was supposedly used in arcane rituals of hexing and torture; whether the mask was worn by the torturer or the tortured is ambiguous. The mask itself was capable of growing in power through both the physical and emotional pain of living creatures, and it is believed Majora itself was the sentient creation of this pain. When Majora itself grew too powerful, the ancient sorcerers who created the mask—or perhaps their descendants—sealed the fiend inside the mask they had created, and forbade its use.
Although Majora and its mask has reportedly been destroyed or sealed away several times throughout the recorded history of the Light World, just as many times it has appeared again under mysterious circumstances. At best, the mask's evil was swiftly sealed or destroyed. At worst, the mask was worn by a humanoid, allowing Majora to influence its wearer, spread pain, grow in power, and wreak havoc. The current visage of the Moon—a disturbing visage that glares furiously upon the Light World below—is said to be the result of one such instance when Majora gained power, and a seemingly eternal symbol of its desire to cause agony and suffering.
Despite its foreboding nature and dark desires, Majora is said to be disturbingly immature and child-like. Some believe it knows nothing of the difference between right or wrong; that its vile curses are its ideas are mere pranks, and Majora is only a victim of the tortuous souls who first created it. Regardless, only a few individuals now lost to history could know the true nature of Majora firsthand.
Combat
These statistics assume Majora took possession of a host through the artifact Majora's Mask, and gained enough power to act as an independent creature. When it first becomes independent, Majora initially assumes a Large form of Majora's Mask itself, albeit with a series of elongated whip-like tentacles emerging from its backside. As it takes pain or causes pain, it is able to transmute its form into something increasingly humanoid in shape. It gains arms, legs, and a head, and its spellcasting capabilities steadily grow alongside its physical evolution. If it takes time to rest, Majora's form will usually revert back to that of a mask in less than a day's time.
Majora eagerly curses anyone too weak to fight it, and has even known to use powerful magic to permanently polymorph creatures into other shapes. It generally prefers to elongate suffering and pain through these magical feats. Only when something is a credible threat does Majora intend to kill it swiftly.
Frequently, Majora will magically create masks or other inanimate objects with its creation spell, animate them, and finally fire bolts of magical energy from them. It tends to only use this tactic when there is time to prepare against a credible threat; the more threatened it feels, the more frantic and straightforward its attacks tend to be.
Related pages
- Majora's Mask, the artifact which houses Majora
- Majora's skull kid, a creature heavily influenced by Majora
The material on this page is based primarily on content found in Majora's Mask, which is copyright Nintendo Co., Ltd.
- Creatures
- Challenge 24 creatures
- Large-sized creatures
- Constructs
- Creatures of chaotic evil alignment
- Creatures with a fly speed
- Creatures not proficient in any skills
- Creatures without resistances
- Creatures with a force vulnerability
- Creatures resistant to necrotic
- Creatures resistant to poison
- Creatures immune to the charmed condition
- Creatures immune to the petrified condition
- Creatures immune to the poisoned condition
- Creatures with the Ancient language
- Creatures with the Twilit language
- Creatures with Multiattack
- Creatures with the Slam action
- Creatures with the Whip action
- Creatures with the Death Bolt action
- Creatures with the Heat Beams action
- Creatures with the Detect action
- Creatures with the Bolt action
- Creatures with the Conjure Toys action
- Creatures with the Attack action
- Creatures with the Haste action
- Pages with quotes
- Creatures with treasure chests
- Content originating from Majora's Mask