Compendium Gallery
The following gallery details almost all content from the compendium itself. System reference and lore are not included.
Contents
- 1 Equipment
- 1.1 Rupees
- 1.2 Selling Items
- 1.3 Carrying Capacity
- 1.4 Armor
- 1.5 Weapons
- 1.6 Adventuring Gear
- 1.7 Ammunition
- 1.8 Clothes
- 1.9 Containers
- 1.10 Animals
- 1.11 Illumination
- 1.12 Medicines and Potions
- 1.13 Tools and Vehicles
- 1.14 Potions and Poisons
- 1.15 Mounts and Animals
- 1.16 Other Goods and Services
- 1.17 Gemstones
- 1.18 Trade Goods
- 1.19 Spoils
- 1.20 Spoils
- 1.21 Gemstones
- 1.22 Trade Goods
- 1.23 Spoils
- 2 Feats
- 3 Techniques
- 4 Spells
- 5 Magic Items
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- 6 Creatures
Equipment
Rupees
Green Rupee | 1 rp |
Blue Rupee | 5 rp |
Yellow Rupee | 10 rp |
Red Rupee | 20 rp |
Purple Rupee | 50 rp |
Silver Rupee | 100 rp |
Gold Rupee | 300 rp |
With 10 rupees, a character can buy a bedroll, 50 feet of hemp rope, or two days of hearty rations. A skilled artisan can earn 10 rupees or more in a day.
Rupees are the standard unit of measure for wealth. When merchants discuss deals that involve thousands of rupees, the transactions often don't involve the exchange of individual rupees. Rather, the rupee is the standard measure of value, and the actual exchange is made with gemstones, letters of credit, or other valuable goods.
Rupees are used throughout the Light World and are not tied to a single government or continent. It is rare for an intelligent Light Worlder to not know of their commonly accepted value.
Selling Items
As a general rule, most equipment will fetch half its cost when sold in a market. Exceptions include gemstones and trade goods. These items have inherent value and can always be bought or sold at their full price. Gemstones and ores are often used as currency in the same way rupees are. Trade goods include commonly exchanged commodities like salt or gold which can effectively be used as currency.
These rules assume your party will sell and buy items during the "trade" downtime activity, but your DM might instead facilitate buying and selling items in the midst of an adventure.
Carrying Capacity
If you are a Medium or Small bipedal creature, your carrying capacity is your Strength score multiplied by 15. This is the weight in pounds that you can carry, which is high enough that most characters don’t usually have to worry about it.
Strength | Pounds |
---|---|
7 | 105 |
8 | 120 |
9 | 135 |
10 | 150 |
11 | 165 |
12 | 180 |
13 | 15 |
14 | 210 |
15 | 225 |
16 | 240 |
17 | 255 |
18 | 270 |
19 | 285 |
20 | 300 |
Armor
Adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in Hyrule and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.
Armor Qualities
Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
Strength Requirements. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table lists entries such as “Str 13” or “Str 15” in the Strength column for an armor type, your Strength score must be at least as high to wear the armor proficiently. If your Strength falls short, you are restricted as if you weren't proficient with the armor, even if you otherwise have proficiency.
Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. If you aren't wearing armor and don't have a special feature for AC, your Armor Class is 10 + your Dexterity modifier.
Shield. When you wield a shield in one arm, it increases your AC by a specified amount. You can benefit from only one shield at a time.
Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks made to move quietly.
Armor Categories
Armor comes in three broad categories: light, medium, and heavy.
Light. Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
Medium. Medium armor offers more protection than light armor, but it also impairs your movement more. If you wear medium armor, you ass your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
Heavy. Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient, strong warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.
List of Armor
Click any of the armor types below for a more detailed page focusing on that armor type.
Armor | Cost | Armor Class (AC) | Strength | Stealth | Properties | Weight | d20 |
---|---|---|---|---|---|---|---|
Light Armor | |||||||
Partial armor | 100 rp | 11 + Dex modifier | — | — | — | 10 lb. | 1-3 |
Armored tunic | 450 rp | 12 + Dex modifier | — | — | — | 13 lb. | 4-6 |
Medium Armor | |||||||
Hide | 50 rp | 12 + Dex modifier (max 2) | — | — | — | 12 lb. | 7-8 |
Chain shirt | 500 rp | 13 + Dex modifier (max 2) | — | — | — | 20 lb. | 9 |
Scale | 500 rp | 14 + Dex modifier (max 2) | — | Disadvantage | — | 45 lb. | 10 |
Breastplate | 4,000 rp | 14 + Dex modifier (max 2) | — | — | — | 20 lb. | 11-12 |
Half plate | 7,500 rp | 15 + Dex modifier (max 2) | — | Disadvantage | — | 40 lb. | 13 |
Heavy Armor | |||||||
Ring | 300 rp | 14 | — | — | — | 40 lb. | 14 |
Chain | 750 rp | 16 | Str 13 | Disadvantage | — | 55 lb. | 15-16 |
Splint | 2,000 rp | 17 | Str 15 | Disadvantage | — | 60 lb. | 17 |
Plate | 15,000 rp | 18 | Str 15 | Disadvantage | — | 65 lb. | 18-20 |
Shield | |||||||
Wooden | 20 rp | +2 | — | — | Flammable1 | 3 lb. | 1-4 |
Iron | 80 rp | +2 | — | — | — | 6 lb. | 5-16 |
Deflecting | 200 rp | +3 | — | — | No Melee2 | 3 lb. | 17-18 |
Heavy | 350 rp | +3 | Str 15 | Disadvantage | Heavy Proficiency3 | 35 lb. | 19-20 |
1. If you take damage from being ignited while wielding a wooden shield, it is irrevocably destroyed. You can prevent this by using your action to end the ignited condition.
2. The AC bonus from a deflecting shield is ignored by melee attacks.
3. To wield a heavy shield proficiently, you must have at least 15 Strength and be proficient with heavy armor.
Donning and Doffing Armor
Category | Don | Doff |
---|---|---|
Light Armor | 1 minute | 1 minute |
Medium Armor | 5 minutes | 1 minute |
Heavy Armor | 10 minutes | 5 minutes |
Shield | 1 action | 1 action |
Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.
Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.
Weapons
This page or section is incomplete, and will eventually be expanded with more information. |
The Weapons table shows the most common weapons used in Hyrule, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.
Weapon Proficiency
Your first class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Other features like your race or feats can grant you proficiency with types of weapons, or certain categories of weapons. The two categories are simple and martial.
Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
Weapon Properties
Many weapons have properties which affect their use, as shown in the Weapons table.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to shoot from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. A piece of ordinary ammunition such as an arrow or bolt costs 1 rupee and weighs less than 1⁄4 pounds. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Generally, any ammunition you use in an attack is destroyed beyond use.
Aquatic. If you make a melee weapon attack while underwater, your attack roll has disadvantage unless your weapon has the aquatic property. If a creature has a swim speed, any attacks it makes with unarmed strikes or natural weapons are aquatic. A ranged weapon attack automatically misses a target beyond the weapon’s normal range while underwater; even against a target within normal range, the attack roll has disadvantage unless the weapon has the aquatic property.
Dire. If you make an attack roll with a dire weapon with which you are proficient, you do not add your proficiency bonus to your attack roll. You instead add your proficiency bonus to your damage roll if you hit.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. Up to 10 light items count as 1 normal item for your carry capacity. Light weapons are also ideal for two-weapon fighting.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Returning. A weapon with the returning property has a special design that allows it to return to the thrower when thrown. If you make a ranged attack with a returning weapon, you catch it at the end of your turn if you are proficient with the weapon and you have a free hand.
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description. See either the page for the weapon, or the Special Weapons section below.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity since the dagger has the finesse property.
Two-Handed. This weapon requires two hands when you attack with it. Attempting to attack with it otherwise treats it as an improvised weapon and may lower its damage dice to as low as 1d4.
Versatile. This weapon can be used with one or two hands when making a melee attack. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. If you make a ranged attack with this weapon, you can only use one hand.<
List of Weapons
Click any of the weapon types below for a more detailed page focusing on that weapon type.
Weapon | Damage | Cost | Weight | Properties | d100 |
---|---|---|---|---|---|
Simple Melee Weapons | |||||
Bug-catching net | 1 bludgeoning | 50 rp | 2 lb | Light, special | 1 |
Club | 2 (1d4) bludgeoning | 1 rp | 2 lb | Light | 2-3 |
Dagger | 2 (1d4) piercing | 20 rp | 1 lb | Aquatic, finesse, light, thrown (range 20/60) | 4-5 |
Gauntlet | 2 (1d4) bludgeoning | 100 rp | 4 lb | Special | 6 |
Handaxe | 3 (1d6) slashing | 20 rp | 2 lb | Light, thrown (range 20/60) | 7 |
Javelin | 3 (1d6) piercing | 5 rp | 2 lb | Aquatic, thrown (range 30/120) | 8 |
Staff | 3 (1d6) bludgeoning | 20 rp | 4 lb | Versatile (1d8) | 9 |
Sickle | 3 (1d6) piercing | 5 rp | 2 lb | Light | 10 |
Hammer | 3 (1d6) bludgeoning | 10 rp | 3 lb | Thrown (range 20/60), versatile (1d8) | 11-14 |
Spear or trident | 3 (1d6) piercing | 15 rp | 3 lb | Aquatic, thrown (range 20/60), versatile (1d8) | 15-18 |
Crusher | 3 (1d6) bludgeoning | 200 rp | 12 lb | Dire, two-handed | 19 |
Greatclub | 4 (1d8) bludgeoning | 2 rp | 10 lb | Two-handed | 20 |
Scythe | 4 (1d8) piercing | 20 rp | 6 lb | Two-handed | 21 |
Simple Ranged Weapons | |||||
Blowgun | 1 piercing | 10 rp | 1 lb | Ammo (range 25/100), special | 22 |
Dart | 2 (1d4) piercing | 1 rp | 1⁄4 lb | Finesse, thrown (20/60) | 23 |
Slingshot | 2 (1d4) bludgeoning | 3 rp | 1 lb | Ammo (range 30/90), aquatic, two-handed | 24-25 |
Shortbow | 3 (1d6) piercing | 250 rp | 2 lb | Ammo (range 80/320), two-handed | 26-33 |
Light crossbow | 4 (1d8) piercing | 250 rp | 5 lb | Ammo (range 80/320), aquatic, loading, two-handed | 34-35 |
Martial Melee Weapons | |||||
Whip | 2 (1d4) slashing | 100 rp | 3 lb | Finesse, reach, special | 36-37 |
Shortsword | 3 (1d6) piercing | 200 rp | 2 lb | Aquatic, finesse, light | 38-42 |
Scimitar or cutlass | 3 (1d6) slashing | 200 rp | 2 lb | Finesse, light | 43-44 |
Lizal boomerang | 3 (1d6) slashing | 500 rp | 3 lb | Aquatic, finesse, returning (range 20/80) | 45 |
Broadsword | 4 (1d8) slashing | 250 rp | 2 lb | Finesse | 46-50 |
Rapier | 4 (1d8) piercing | 250 rp | 2 lb | Finesse | 51-52 |
Flail | 4 (1d8) bludgeoning | 100 rp | 3 lb | — | 53 |
War pick | 4 (1d8) piercing | 100 rp | 3 lb | — | 54 |
Battleaxe or longsword | 4 (1d8) slashing | 200 rp | 3 lb | Versatile (1d8) | 55-59 |
Morningstar | 4 (1d8) piercing | 200 rp | 3 lb | Versatile (1d10) | 60 |
Warhammer | 4 (1d8) bludgeoning | 200 rp | 3 lb | Versatile (1d10) | 61-63 |
Ball and Chain | 4 (1d8) bludgeoning | 500 rp | 18 lb | Dire, thrown (range 20/60), two-handed | 64-65 |
Moblin spear | 4 (1d8) piercing | 350 rp | 6 lb | Dire, reach, two-handed | 66 |
Pike | 5 (1d10) piercing | 50 rp | 18 lb | Aquatic, reach, two-handed | 67-68 |
Glaive or halberd | 5 (1d10) slashing | 200 rp | 6 lb | Reach, two-handed | 69 |
Giant boomerang | 5 (1d10) bludgeoning | 500 rp | 7 lb | Returning (range 20/80), two-handed | 70 |
Lance | 6 (1d12) piercing | 100 rp | 6 lb | Reach, special, two-handed | 71 |
Greataxe | 6 (1d12) slashing | 300 rp | 7 lb | Two-handed | 72 |
Claymore | d12 slash | 500 rp | 7 lb | Two-handed | 73-77 |
Maul | 7 (2d6) bludgeoning | 500 rp | 10 lb | Two-handed | 78 |
Martial Ranged Weapons | |||||
Boomerang | 3 (1d6) bludgeoning | 10 rp | 1 lb | Finesse, light, returning (range 20/80) | 79-85 |
Hand crossbow | 3 (1d6) piercing | 750 rp | 3 lb | Ammo (range 30/120), aquatic, light, loading | 86 |
Longbow | 4 (1d8) piercing | 500 rp | 3 lb | Ammo (range 150/600), two-handed | 87-98 |
Duplex bow | 5 (2d4) piercing | 900 rp | 2 lb | Ammo (range 30/120), two-handed, special | 99 |
Heavy crossbow | 5 (1d10) piercing | 500 rp | 18 lb | Ammo (range 100/400), aquatic, loading, two-handed | 100 |
Special Weapons
The following weapons each have a special property.
Blowgun. When you hit with a ranged attack using using Dexterity for your attack roll, you can add either your Dexterity or your Constitution to the damage roll of a blowgun.
Bug-catching net. A Tiny creature hit by this weapon takes no damage, but is restrained while you maintain one hand on this net. Amorphous creatures are unaffected. A creature can use its action to make a DC 10 Strength check, with a success freeing itself or an adjacent creature from the net. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Duplex bow. As ammunition a duplex bow uses two arrows for each attack. If an attack with this weapon uses one arrow instead of two, a hit deals only 1d4 damage instead of 2d4.
Gauntlet. A gauntlet is worn around your hand, and you cannot be disarmed of it. You can hold objects, wield weapons, and cast spells with a hand fitted with a gauntlet, but you can only attack with the gauntlet if that hand is unoccupied.
Lance. You have disadvantage on attack rolls with a lance if you attack a target within 5 feet of you, unless you are Large or otherwise can wield Large weapons without penalty. You can wield a lance with only one hand if you are mounted, or if your size is Large or larger.
Whip. If you are proficient with whips and wielding one, you can use your action to shove a creature within the reach of your whip. When shoving a creature in this way, you can only pull the creature 5 feet towards you or attempt to knock it prone.
Silver and Adamantine Weapons
Some monsters with immunity or resistance to the damage from nonmagical weapons are susceptible to weapons made with silver or adamantine. While silver weapons are reasonably common, adamantine doesn't exist in Hyrule. Some specific weapons like a cobble crusher or guardian weapon are nonetheless are the equivalent of an adamantine weapon.
A silver weapon costs 1,000 rupees more than a normal weapon of its type. A single piece of silver ammunition costs 100 more rupees than normal. A silver weapon gains the aquatic property and doesn't rust.
Improvised Weapons
Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead miniblin.Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Adventuring Gear
Click an item's name to see a page describing that item.
AmmunitionBows, slingshots, and blowguns need ammunition for attacks.
Bombs and Traps
ClothesEvery character has at least one set of clothes, often worn under armor.
ContainersWhile an adventurer typically carries their gear in a backpack or adventure pouch, with a bottle or waterskin for drinking water, there are a few other options.
AnimalsAdventurers occasionally buy a beast to serve as a mount, to pull vehicles, or to carry extra gear. Generally you can only maintain control over one animal at a time, and it won't fight in combat unless you have a special feature. An animal normally requires feed or stabling (each 1 rupee per day), and you can equip one with barding if you buy it separately.
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IlluminationMost adventurers need a way of lighting up dark caverns and dank dungeons.
Medicines and PotionsIn Hyrule you can typically ingest a potion with a bonus action, or administer it to an unconscious creature as an action.
Other Gear
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Tools and Vehicles
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your class, species, feats, or other game features can grant you proficiency with one or more tools. Proficiency with a tool lets you add your proficiency bonus to any ability check that uses the tool for its intended purpose. You can still use a tool even if you aren't proficient with it, but may be unable to add your proficiency bonus to checks which use it.
Tools are not governed by any individual ability score. Use of a musical instrument for example might require an Intelligence check to play in an orderly orchestra, but a Charisma check for an original and impromptu solo performance.
Tools usually have narrower, more specific applications than skills. Many tools cover niches that are not covered by skills, such as crafting items or maneuvering vehicles. Being proficient with a tool may make you an expert on certain skill checks if your narrator employs the Tool Expertise variant rule.
The list of tools below is not intended to be exhaustive. Your narrator may decide that your legend of Hyrule includes an electric guitar as a musical instrument, that bombsmith's tools can be used to craft firearms, or even that you can become proficient with a mere shovel, among many other possibilities.
Artisan's Tools
Proficiency with an artisan's tool represents training in how to craft appropriate objects with the relevant tools, and repair such objects if applicable. Without proficiency, any attempts to craft or repair items with the tools are of noticeably lower quality. One of the most lucrative uses of downtime involves crafting items. If your campaign lacks much downtime, your narrator might use the Craft During Rest variant rule instead.
Click a tool's name to see a more detailed page covering the tool's components, uses, and benefits if using the Tool Expertise variant rule.
Tool | Cost | Weight | Summary | d20 |
---|---|---|---|---|
Bombsmith's tools | 300 rp | 8 lb. | Gear for crafting bombs, cannons, or other items that make use of explosive powder. | 1‑2 |
Brewer's supplies | 200 rp | 9 lb. | A jug, a siphon, tubing, glassware, and materials for beer, potions, and other drinks. | 3 |
Calligrapher's supplies | 100 rp | 5 lb. | Ink, parchment, and quills for delicate, beautiful, and precise writing. | 4 |
Carpenter's tools | 80 rp | 6 lb. | A hammer, nails, a hatchet, a saw, a square, a ruler, an adze, a plane, and a chisel. | 5 |
Cartographer's tools | 150 rp | 6 lb. | Partment, ink, quills, calipers, a ruler, and a pair of compasses all for map-making. | 6 |
Cobbler's tools | 50 rp | 5 lb. | A knife, a small hammer, thread, and other gear for making boots and shoes. | 7 |
Cook's utensils | 10 rp | 8 lb. | A pot, knives, forks, spoons, a ladle, and other utensils for culinary arts. | 8-9 |
Glassworker's tools | 300 rp | 5 lb. | Tweezers, blocks, a blowpipe, a marver, flint, and steel for glassblowing and shaping. | 10 |
Jeweler's tools | 250 rp | 2 lb. | Pliers, tweezers, files, a tiny hammer, and a small saw used to work gemstones. | 11 |
Leatherworker's tools | 50 rp | 5 lb. | Leather scraps, a knife, a mallet, a hole punch, an edge, and thread. | 12 |
Mason's tools | 100 rp | 8 lb. | A chisel, a hammer, a trowel, a square, and brushes for construction from stone. | 13 |
Painter's supplies | 100 rp | 5 lb. | Brushes, paints, charcoal, a palette, and canvas for works of art both fine and broad. | 14 |
Potter's tools | 50 rp | 3 lb. | Calipers, a knife, scrapers, ribs, needles, and other gear for pots and ceramics. | 15 |
Smith's tools | 200 rp | 8 lb. | Hammers, tongs, rags, a whetstone, and charcoal, all used to shape heated metal. | 16‑17 |
Tinker's tools | 500 rp | 10 lb. | Various tiny hand tools for fine machine work: glue, tweezers, thread, and more. | 18 |
Weaver's tools | 10 rp | 5 lb. | Thread, needles, and bits of cloth used to tailor clothing and work fabric. | 19 |
Woodcarver's tools | 10 rp | 5 lb. | A carving knife, a tiny saw, and other hand tools for finely shaping wood. | 20 |
Professional Tools
Proficiency with a professional tool represents training in how to how to perform a given profession, trade, or service. Without proficiency, you may be unable to perform anything but the simplest of tasks with the relevant tool. While there are a plethora of professional tools used throughout the Light World, those listed below tend to be the most useful for adventurers.
Click a tool's name to see a more detailed page covering the tool's components, uses, and benefits if using the Tool Expertise variant rule.
Tool | Cost | Weight | Summary | d8 |
---|---|---|---|---|
Disguise kit | 250 rp | 3 lb. | Cosmetics, dyes, clothing, and small props used to create a disguise for yourself. | 1 |
Fishing tackle | 10 rp | 4 lb. | A fishing rod with silken line, steel hooks, bobbers, sinkers, and some netting. | 2 |
Forgery kit | 150 rp | 5 lb. | Inks, papers, seals, sealing wax, and hand tools to replicate official documents. | 3 |
Gardening kit | 100 rp | 12 lb. | Clippers, a trowel, a spade, a rake-hoe, and more used to tend or harvest crops and plants. | 4 |
Navigator's tools | 250 rp | 2 lb. | A compass, a ruler, a sextant, parchment, ink, and a quill used for naval navigation. | 5 |
Prospector's kit | 200 rp | 12 lb. | A miner's pick, a hammer, a shovel, a pan, a tiny lens, and a small brush. | 6 |
Rancher's kit | 80 rp | 10 lb. | A crook, 20 feet of rope, a cattle prod, a bucket, and either shearing scissors or a saw. | 7 |
Thieves' tools | 250 rp | 1 lb. | Lock picks, a tiny mirror on handle, pliers, a file, and tweezers for thwarting locks and traps. | 8 |
Musical Instruments
The live play of music is not only incredibly popular in Hyrule, but music has ties to spirits and supernatural forces. Sages and especially bards might rely on a musical instrument to invoke their powers, but many adventurers play music for its own sake. The most renowned and practical instruments for adventurers are listed below. Vocal music—song—instead relies solely on the Performance skill.
Instrument | Cost | Weight | Description | d20 |
---|---|---|---|---|
Brass | ||||
Deku pipes | 90 rp | 12 lb. | A set of horns, each of a different pitch, bound together. Though quite large as a set, special wood keeps their weight manageable. Popular among scrubs and skull kids. |
1 |
Horn | 30 rp | 2 lb. | Small but needs a deep breath. Often used for battle calls. Keyed horns are known as trumpets. | 2 |
Saxophone | 120 rp | 5 lb. | An ornate, keyed horn renowned for its use in smooth jazz renditions of well-known music. | 3 |
Trombone | 90 rp | 5 lb. | A long, large horn distinguished by its sliding component to alter its the pitch produced. | 4 |
Tuba | 150 rp | 30 lb. | A huge keyed horn renowned for its incredibly low, rumbling pitch. Its size is hard to manage. | 5 |
Percussion | ||||
Bell | 30 rp | 2 lb. | A big two-handed bell or a set of bells; ring with different intensity and timing. | 6 |
Drum | 60 rp | 3 lb. | A snare drum or string of small drums worn around the body or waist, played by rhythmically beating with sticks or by hand. Their sound is a favorite among goron musicians. |
7 |
Glockenspiel | 200 rp | 20 lb. | Tuned keys affixed to a board held in one hand, played by striking the keys with a mallet. | 8 |
Maracas | 30 rp | 1 lb. | A pair of wooden rattles, shaken like bells to create music and rhythm. | 9 |
String | ||||
Guitar | 400 rp | 5 lb. | A long-necked lute; became famous in the hands of popular musicians like the Indigo-Gos. | 10 |
Harp | 300 rp | 2 lb. | Among the most ancient instruments, harps and lyres are favored by many sages. | 11 |
Hurdy-Gurdy | 500 rp | 10 lb. | Preparing the innards of this box takes work, but playing it just requires turning a handle. | 12 |
Lute | 350 rp | 2 lb. | Strummed strings—sometimes plucked—resonate against a plump, hollow wooden body. | 13 |
Viol | 300 rp | 1 lb. | A violin, fiddle, ukulele, undersized cello, etc. Played with a sliding bow or plucking fingers. | 14 |
Woodwind | ||||
Accordion | 400 rp | 15 lb. | A handheld "squeezebox" that is played by pressing and pulling its two sides. Different maneuvers create different sounds. It's particularly popular among rito. |
15 |
Bagpipes | 300 rp | 6 lb. | A "bag" of blown air continuously feeds a few reeds ("pipes"), creating uninterrupted sound. | 16 |
Flute | 20 rp | 1 lb. | Recorder, whistle, etc. Blow into a pipe with holes; covering holes produces different notes. | 17 |
Oboe | 300 rp | 2 lb. | A complex, double-reeded, keyed instrument that superficially resembles a large flute. | 18 |
Ocarina | 20 rp | 1 lb. | Of ancient origin and favored by a legendary hero, it is in practice a simpler form of flute. | 19 |
Pan flute | 120 rp | 2 lb. | A few pipes bound together; blowing pipes of varying lengths creates different notes. | 20 |
Tool Expertise
If using the Tool Expertise variant rule, being proficient with any musical instrument makes you an expert in:
- Any Charisma (Performance) check that incorporates a musical instrument in which you are proficient.
- Any Intelligence check made to identify or recall lore about anything closely related your musical instrument, including music played with your musical instrument and spells which use it as a material component.
Vehicles
You can either be proficient with horse-drawn land vehicles (land vehicles) or aquatic vehicles drawn by sail or pushed by oar (water vehicles), or both. Being proficient adds your proficiency bonus to ability checks made to maneuver and maintain vehicles of the relevant type.
Damage. Vehicles are objects, and thus have heart points and AC. Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. Vehicles are immune to conditions and to psychic damage but otherwise have no damage resistances or vulnerabilities. Larger or tougher vehicles have a damage threshold; if an attack hits the vehicle but deals less damage than the threshold, then the vehicle loses no heart points as a result of that attack.
Land Vehicles
Land vehicles are usually drawn by draft horses, but some other four-legged creatures can be substituted if their combined size and Strength is sufficient. The costs below assume such a creature is not included. Unless pulling a chariot, a creature pulling a land vehicle has its base walking speed drop to 40 feet (equal to a draft horse) before other modifiers apply.
Vehicle | Cost | Weight | AC | hp | Threshold |
---|---|---|---|---|---|
Cart | 150 rp | 200 lb. | 11 | 25 | 5 |
Sled | 200 rp | 300 lb. | 11 | 50 | 5 |
Wagon | 350 rp | 400 lb. | 13 | 100 | 5 |
Carriage | 1,000 rp | 600 lb. | 15 | 200 | 5 |
Chariot | 2,500 rp | 100 lb. | 17 | 300 | 10 |
Cart. This simple two-wheeled vehicle is designed to be pulled by a single draft horse. It barely has enough room for two Medium or smaller creatures, and is meant mostly for moving cargo. There's no room for a driver to sit, who instead is usually guiding the beast that pulls it.
Sled. Similar to a wagon, but on runners for moving through snow, over ice, or across bogs too thick for wheels to handle. It generally requires two draft horses if there's more than one Medium creature or object being towed, other than the driver. Like a wagon, if properly pulled it can fit as many as six Medium or Small humanoids including the driver.
Wagon. This four-wheeled, open-top vehicle is for transporting heavy loads of cargo but can be fitted for passengers. It generally requires two draft horses if there's more than one Medium creature or object being towed. If pulled by two or more draft horses, it can move up to six Medium creatures or objects including the driver.
Carriage. This four-wheeled, closed-top vehicle provides unmatched shelter and comfort; you can even sleep in it overnight while it is driven. Its bulk requires at least two draft horses to operate. Up to six Medium or Small humanoids can inside the cabin, but a driver must sit outside the cabin to guide the carriage.
Chariot. Built for speed and for combat, a two-wheeled chariot is the ideal choice for a war vehicle. It can barely hold three Medium or Small creatures—one to drive and one or two to attack—but unlike other drawn vehicles one or two riding horses or other fast beast can pull with its full speed if the load isn't too heavy. Its driver and riders have half cover, and the vehicle's steel plating makes it very difficult to damage. There's no room for cargo.
Water Vehicles
The waterways of the Light World are maneuvered by many different ships, but the most renowned and relevant varieties are listed below. Though these ships draw some parallels to real-world vessels, it's important to consider how different the sea can be in Hyrule. Most ships in this realm are designed primarily to fight sea monsters, not other ships. The Kingdom of Hyrule mostly focuses on internal affairs, so its navy (usually) won't compare to the greatest navies of real-world history. While ships are most closely associated with hylians and gerudo, naval combat often incorporates zora spies and either rito or aeralfos bombers. Warships in this realm are typically outfitted ballistas, archers, harpoons, explosives, and other weapons to deal with the various threats of the Great Sea—rarely does one of respectable size merely have cannons or "guns." The most impressive ships even incorporate weaponized spells, illusions, magical defenses, or a crew supplemented by conjured creatures.
Speed. Sailing speed varies immensely based on waters and winds, and the number represented here represents modest winds. Favorable winds could do as much as double a ship's speed, while the rare instance of no wind could render the ship practically unable to move. Ships pushed by muscle—whether it be oars from passengers, or zora swimming into the ship—can rarely exceed 5 feet per round, or 1⁄2 mph—with the exception of canoes. Although larger ships are quite fast in a straight line, it's generally assumed any ship larger than a lion boat won't have time to turn in combat. Naval battles are especially swift; each ship firing half of its siege weapons at once is often enough to decide a battle.
Crew. This represents the minimum number of skilled workers (each of whom would expect at least 20 rp per day) required to maintain speed, provide upkeep, and make living on the ship possible. This crew can maintain speed for about 8 hours per day, but requiring constant speed throughout the day would require a crew of twice the size.
Pax. Pax, or passengers, are the number of Medium or Small humanoids the vessel can carry in addition to the minimum crew. This number represents uncomfortably close quarters both for work and for sleep, and can scarcely be strained any further without risking exhaustion. Individual cabins for each passenger would at least quarter the number of passengers possible.
Cargo. The approximate amount of goods in weight the ship can safely ferry with a minimum crew and no siege weapons.
Vehicle | Cost | Length | Speed | Crew | Pax | Cargo (lb.) | AC | hp | Threshold |
---|---|---|---|---|---|---|---|---|---|
Raft | 100 rp | 5 feet | 5 feet (1⁄2 mph) | 1 | 1 | 300 | 11 | 10 | — |
Canoe | 500 rp | 10 feet | 25 feet (3 mph) | 1 | 3 | 600 | 11 | 30 | — |
Lion Boat | 5,000 rp | 10 feet | 60 feet (7 mph) | 1 | 1 | 1,000 | 13 | 50 | 5 |
Sailboat | 30,000 rp | 30 feet | 45 feet (5 mph) | 2 | 8 | 5,000 | 13 | 100 | 5 |
Caravel | 200,000 rp | 80 feet | 60 feet (7 mph) | 5 | 60 | 100,000 | 15 | 300 | 10 |
Clipper | 600,000 rp | 160 feet | 100 feet (11 mph) | 10 | 60 | 150,000 | 15 | 300 | 15 |
Galleon | 800,000 rp | 160 feet | 70 feet (8 mph) | 20 | 200 | 1,000,000 | 15 | 400 | 15 |
Ironclad | 1,000,000 rp | 160 feet | 80 feet (9 mph) | 20 | 100 | 300,000 | 17 | 800 | 20 |
In Legends of Hyrule, the default setting assumes steam power is not robust and widespread enough to support steam ships like the S. S. Linebeck as it appears in Phantom Hourglass. Similarly, all sea-worthy ships are presumed to have sails. If your narrator permits these technically advanced ships, simply add 90 feet (10 mph) to the speed of the four best ships—caravel, clipper, galleon, and ironclad—and halve the necessary crew, then optionally increase their cost by 400,000 rupees to each steam version of each ship. This additional cost includes the cost of coal or whatever fuel the ship needs to produce steam. Such a ship gains only a small speed boost from favorable winds, perhaps 2 mph (or 20 feet per round). Under these changes, the S.S. Linebeck would fit as a steam caravel. |
Raft. Little more than a few planks or logs bound together with rope, a raft is the most meager of water vehicles. One is usually only used for crossing calm rivers, by pushing along the ground with a pole. The cost of a raft includes one suitable pole or oar. You have disadvantage on ability checks which rely on your raft, and it will surely capsize and sink before long on open waters.
Canoe. Weighing only about 50 pounds, a canoe has enough room for a couple passengers and can be used to navigate rivers, lakes, and coastal waters—but there's hardly enough room to even lay down inside of one. Its speed can only be maintained for as long as oars are used to actively row. Rowing into deep ocean will surely capsize the vessel. The greatest ships are so large they cannot safely travel up to a beach, and so are stocked with one or more canoes used to disembark on coasts without a formal port.
Lion Boat. Named for the now-famous boat used by a legendary hero, a lion boat is even smaller than a typical canoe but is of sturdier construction and its deck is dominated by a sail larger than the rest of the boat. Designed for speed, when skillfully maneuvered a lion boat can match the pace of much larger vessels. In exchange for this speed, any lion boat will be capsized frequently; any time the boat is hit by an attack or hit by a particularly strong wind, all riders are dumped into adjacent water. It is a risky yet cost-effective way to speed between nearby oceanic isles, but its small size prevents any journey that would take more than a day.
Sailboat. With a single sail and a tiny one-room cabin, a typical sailboat is considered a mere toy by most professional sailors. Still, a sailboat can ferry a small group across open waters for a few days and can carry enough weight to ferry all the treasure for a single dungeon raid, or enough supplies to set up a respectable shop. With meager speed and paltry defenses, it has no chance against pirates and would be easily capsized by sea monsters—taking one through the Great Sea is a huge risk, and the cost of cargo is too inefficient for a typical merchant to consider it. A sailboat includes one canoe.
Caravel. Though humble compared to modern top-of-the-line ships, a caravel was once one of the best designs in the world. With several triangular sails and a sizable area below deck, it is well-suited for weeks or even months at sea. It can support 15 Medium siege weapons (half on each side), or 7 Large weapons. A caravel can haul loads, fight off monsters, and speed away from threats, accomplishing everything adventurers would need from a ship. Still, it's too slow to outrun most pirates, isn't suited to naval battles, and is not very cargo-efficient. A caravel includes two canoes stowed on-board.
Clipper. Built for speed, the clipper is the fastest type of ship in the world. Its deck is adorned with as many sails as possible, and its body is exceptionally narrow to cut through the ocean. In pirate-infested waters, it is favored for its ability to outrun any ship weighed down with guns or heavy loads. Still, the galleon makes for a more cost-efficient merchant ship, and the ironclad is built for war. A clipper can support about 30 Medium siege weapons (half on each side), or 15 Large ones. If outfitted for more, its signature speed may drop significantly. A clipper includes four canoes stowed on-board.
Galleon. The largest ship on the seas, the master-crafted galleon is a merchant ship through and through, with storage efficiency at the forefront, with speed and durability not far behind. Its absolutely colossal area under deck could even fit lesser ships and carry them. Built primarily for cargo, a galleon can still support a huge defense arsenal: about 50 Medium siege weapons (half on each side), or 25 Large ones. A galleon includes five canoes stowed on-board—barely enough to fit its minimum crew.
Ironclad. Built for war, a ship-of-the-line, an ironclad is of course named because its hull is plated with iron. Almost invincible compared to most other ships, it sacrifices surprisingly little speed and cargo space. An ironclad can support about 70 Medium siege weapons (half on each side), or 35 Large ones. Built with damage in mind, ironclads often carry enough repair materials to—according to legend—build an entire second ironclad by hand. An ironclad includes five canoes stowed on-board—barely enough to fit its minimum crew.
Tool Expertise
If you are using the Tool Expertise variant rule, being proficient with a relevant vehicle grants the following benefits:
- If maneuvering a vehicle during combat, you add your proficiency bonus to the vehicle's AC.
- You are an expert in any Intelligence check made about vehicles of the relevant category.
- While inspecting a vehicle with which you are proficient, you are an expert in any ability check made to notice or analyze any aspect of the vehicle, including any check made to appraise its value.
Potions and Poisons
Mounts and Animals
Other Goods and Services
Goods are a special type of item that player-characters often find as treasure or otherwise earn as rewards in place of rupees. There are three main categories of goods: gemstones, spoils, and trade goods.
Gemstones
d8 | |
1 | Amber |
2 | Opal |
3 | Topaz |
4 | Emerald |
5 | Ruby |
6 | Sapphire |
7 | Star Fragment |
8 | Diamond |
Gemstones include any valuable crystalline minerals from amber to diamonds. Gemstones are so valuable that collectors, nobility, and the otherwise rich sometimes use them as currency in lieu of rupees. Unlike most gear adventurers come across, gemstones retain their full value when bought or sold. Monsters—especially silver and golden monsters—evaporate into valuable gemstones when they are slain, so adventurers and mercenaries often supply and use them as well.
Aside from being used as currency, gemstones have inherent magical power. Like spoils, they supply their full value when used as materials in crafting. Some spells even use gemstones as a material component, and some spells specify diamonds in particular. The adjacent table lists the most renowned types of gems in Hyrule, but there could certainly be more beyond these.
Minerals with overt magical effects, like luminous stones, are considered magic items instead of gemstones. Items that are formed by a creature, from raw pearls to masterwork jewelry, are instead considered spoils. Minerals of value without special properties are usually considered trade goods instead of gemstones.
Trade Goods
Most wealth is not held in rupees or even gemstones. Practical wealth is often measured in land, grains, livestock, minerals, tax collection rights, or exclusive access to mines or other resources. Wealth sometimes comes in the form of paintings, sculptures, and other art objects appreciated for their aesthetic value. These commonly exchanged goods—trade goods—normally retain their full value when bought and sold, unlike most equipment adventurers come across.
While there are countless kinds of trade goods spread across Hyrule and neighboring realms, the following table includes some of the more renowned and constant trade goods. The goods below are particularly steadfast; one can expect a similar price whether selling to a goron trader on a remote isle of the Great Sea, or buying from a noblewoman in Castle Town.
Rupee Value |
Item |
---|---|
0.1 | 1 pound of Tabantha wheat, hylian rice, or firewood |
0.2 | 1 pound of flour |
0.5 | 1 pound of rock salt |
1 | 1 pound of iron ore, 1 pound of lumber, or 1 square yard of canvas |
5 | 1 pound of copper or 1 square yard of cotton cloth |
10 | 1 pound of ginger |
20 | 1 pound of cinnamon, pepper, or goron spice |
50 | 1 pound of silver or 1 square yard of linen |
100 | 1 square yard of silk |
500 | 1 pound of gold |
5000 | 1 pound of platinum |
Spoils
Spoils includes any valuable remains that are left behind by a monster when it is slain, but lack any immediate use like a weapon or a potion. Spoils could include animal meat, jewelry, or even chu jelly. Creature pages might suggest possibilities for what types of creature spoils could be dropped by different creatures, but ultimately the narrator is free to improvise whatever spoils seem appropriate if any.
Spoils can be sold, used as the material component of some spells, or used as materials in crafting. If sold, spoils fetch half their value in rupees, like most gear adventurers come across. If used as the component for a spell or for crafting, the spoils instead use their full value as a material cost. Your narrator may allow others uses such as using an lizalfos tail as an improvised weapon, or using chu jelly as a lubricant.
When using spoils as a material, your narrator may or may not require the item to be somehow related to the intended effect. Chu jelly could be used for a potion for example, but it might be implausible to describe how it is useful for crafting an arrow.
Spoils
Goods are a special type of item that player-characters often find as treasure or otherwise earn as rewards in place of rupees. There are three main categories of goods: gemstones, spoils, and trade goods.
Gemstones
d8 | |
1 | Amber |
2 | Opal |
3 | Topaz |
4 | Emerald |
5 | Ruby |
6 | Sapphire |
7 | Star Fragment |
8 | Diamond |
Gemstones include any valuable crystalline minerals from amber to diamonds. Gemstones are so valuable that collectors, nobility, and the otherwise rich sometimes use them as currency in lieu of rupees. Unlike most gear adventurers come across, gemstones retain their full value when bought or sold. Monsters—especially silver and golden monsters—evaporate into valuable gemstones when they are slain, so adventurers and mercenaries often supply and use them as well.
Aside from being used as currency, gemstones have inherent magical power. Like spoils, they supply their full value when used as materials in crafting. Some spells even use gemstones as a material component, and some spells specify diamonds in particular. The adjacent table lists the most renowned types of gems in Hyrule, but there could certainly be more beyond these.
Minerals with overt magical effects, like luminous stones, are considered magic items instead of gemstones. Items that are formed by a creature, from raw pearls to masterwork jewelry, are instead considered spoils. Minerals of value without special properties are usually considered trade goods instead of gemstones.
Trade Goods
Most wealth is not held in rupees or even gemstones. Practical wealth is often measured in land, grains, livestock, minerals, tax collection rights, or exclusive access to mines or other resources. Wealth sometimes comes in the form of paintings, sculptures, and other art objects appreciated for their aesthetic value. These commonly exchanged goods—trade goods—normally retain their full value when bought and sold, unlike most equipment adventurers come across.
While there are countless kinds of trade goods spread across Hyrule and neighboring realms, the following table includes some of the more renowned and constant trade goods. The goods below are particularly steadfast; one can expect a similar price whether selling to a goron trader on a remote isle of the Great Sea, or buying from a noblewoman in Castle Town.
Rupee Value |
Item |
---|---|
0.1 | 1 pound of Tabantha wheat, hylian rice, or firewood |
0.2 | 1 pound of flour |
0.5 | 1 pound of rock salt |
1 | 1 pound of iron ore, 1 pound of lumber, or 1 square yard of canvas |
5 | 1 pound of copper or 1 square yard of cotton cloth |
10 | 1 pound of ginger |
20 | 1 pound of cinnamon, pepper, or goron spice |
50 | 1 pound of silver or 1 square yard of linen |
100 | 1 square yard of silk |
500 | 1 pound of gold |
5000 | 1 pound of platinum |
Spoils
Spoils includes any valuable remains that are left behind by a monster when it is slain, but lack any immediate use like a weapon or a potion. Spoils could include animal meat, jewelry, or even chu jelly. Creature pages might suggest possibilities for what types of creature spoils could be dropped by different creatures, but ultimately the narrator is free to improvise whatever spoils seem appropriate if any.
Spoils can be sold, used as the material component of some spells, or used as materials in crafting. If sold, spoils fetch half their value in rupees, like most gear adventurers come across. If used as the component for a spell or for crafting, the spoils instead use their full value as a material cost. Your narrator may allow others uses such as using an lizalfos tail as an improvised weapon, or using chu jelly as a lubricant.
When using spoils as a material, your narrator may or may not require the item to be somehow related to the intended effect. Chu jelly could be used for a potion for example, but it might be implausible to describe how it is useful for crafting an arrow.
Feats
Many feats here are parallels to those found in Player's Handbook and other official content subject to copyright. For the sake of balance, it is suggested a character cannot gain both Hyrulean feats and official Dungeons & Dragons feats. A party with mixed feats would still be perfectly fine. |
A feat represents an aptitude or special ability that gives a player-character exceptional capabilities. It embodies training, experience, and abilities beyond what a class provides. Under Hyrulean character creation, a player-character can gain a feat at 1st level. At later levels, your class can grant a feat as an option for the Improvement feature.
You can take each feat only once, unless the feat specifies otherwise. You must meet any prerequisite specified in a feat to take that feat.
The following tables detail all feats available in Legends of Hyrule. Your DM may enable feat options beyond those listed here.
General feats
Listed below are feats without prerequisites or restrictions.
Name | Effects |
---|---|
%PAGE% | You have mastered an ancient and infamous form of sleep deprivation, rendering sleep unnecessary for you. You gain the following benefits:
|
%PAGE% | You are well-trained in guerilla warfare, and gain the following benefits:
|
%PAGE% | You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
|
%PAGE% | You specialize in one damage type of your choice from from acid, cold, fire, lightning, necrotic, poison, and radiant.
|
%PAGE% | You have learned to nimbly weave through melee combat without exposing yourself. You gain the following benefits:
|
%PAGE% | Whether hunting game or hunting bounties, you are a specialist in the hunt of your chosen foe. As your chosen foe, choose a creature type from beasts, dragons, fiends, monstrosities, or undead. You can elect to instead choose two humanoid races (such as blins and lizal). Your DM may enable other options suited to the campaign. You gain the following benefits:
If different features add bonus dice to your roll, they don't combine. Add only the highest. |
%PAGE% | You have developed impeccable mimicry and acting skills. You gain the following benefits:
|
%PAGE% | Through instinct or study, you have mastered impressive but fundamental spellcasting ability. You gain the following benefits:
|
%PAGE% | With training and cunning, you have become exceptionally agile on the field of combat. You gain the following benefits:
|
%PAGE% | You have spent much time honing your eyes to perceive clearly in darkness or areas of limited vision, and gain the following benefits:
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%PAGE% | You have learned to sprint with the forceful intensity of a legendary beast. You gain the following benefits:
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%PAGE% | Drawing on your combat experience, you learn any one martial technique that draws upon 2 or fewer stamina points, and can use this technique by expending stamina points as normal. If you have no stamina points, you can use the technique once without stamina points, and regain the ability to use it when you finish a short or long rest. |
Proficiency feats
Listed below are general feats which grant proficiency with weapons, armor, skills, tools, or languages.
Name | Effects |
---|---|
%PAGE% | You have trained all varieties of weapons, to the point you can pick up almost anything and wield it like a master. Gain two of the following benefits of your choice:
You can gain this feat multiple times. |
%PAGE% | You have trained extensively with armor. Gain two of the following benefits of your choice.
You can gain this feat multiple times. |
%PAGE% | Alert to the traps and treasures present in many dungeons, you gain the following benefits:
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%PAGE% | As a studied linguist, you have mastered many tongues and scripts. Gain any three of the following benefits:
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%PAGE% | You gain proficiency in any two skills of your choice. You also gain one of the following benefits, as you decide:
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Feats with prerequisites
The list below includes only feats with prerequisites but excludes feats which require any specific race.
Name | Prerequisites | Effects |
---|---|---|
%PAGE% | The ability to cast at least one spell | You have practiced casting spells in the midst of combat, learning tricks that grant you the following benefits:
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%PAGE% | Proficiency with cook's utensils | You have become so talented with the culinary arts that you can prepare dishes with seemingly supernatural benefits. You become an expert in cook's utensils. When you have access to these utensils, you can spend 1 hour preparing any one of the following special dishes. When you prepare one of these special dishes, you can prepare any number of servings of that dish. Each serving requires you to consume 500 rupees' worth of appropriate ingredients or spoils in the cooking process. Any creature that consumes one of these servings before it spoils has sufficient food for the day. While your meals may be best best enjoyed over time, a creature can consume one serving as an action. Any uneaten serving you prepare spoils after 8 hours, becoming inedible.
Most creatures need time to digest and grow hungry before gaining such special benefits again. Regardless of how many meals or servings you prepare, a creature can only gain the benefits of one special meal, and regains the capability to do so when it finishes a long rest. |
%PAGE% | Proficiency with the disguise kit and an artisan's tool | Incomplete. See downtime. |
%PAGE% | At least 1 magic point | You are able to store magic power more efficiently than others. When you gain this feat increase your magic point maximum by 2 + half your current character level (rounded down). Your magic point maximum increases by 1 at every even-numbered level you gain after this. |
%PAGE% | The ability to cast at least one spell with magic points | You've learned to manipulate and transform the spells you cast, using a practice called metamagic. When you cast a spell, you can expend 1 extra magic point when you cast it to give it one of the following effects. This extra magic point is subject to your Magic Limit.
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%PAGE% | The ability to cast at least one spell | You have learned to direct your physical power into some of your spells, gaining several benefits:
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%PAGE% | 20 heart points or more | Whether through intentional training or pure luck, you always seem to cling to consciousness even when you are at death's door. You gain the following benefits:
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%PAGE% | The ability to cast at least one spell with the ritual tag | Instead of casting a spell as normal, you can increase its casting time by 10 minutes, but only if the spell has the ritual tag. You need not expend magic points (or spell slots) to cast the spell when casting it in this way. When casting it in this way, you cannot overpower the spell (nor cast it with a higher level spell slot). |
%PAGE% | Magic points, and proficiency with at least one rod | You learn the craft rod spell and can cast it with the magic points you have. Whenever you would expend charges from a rod, you can instead expend an equal number of your own magic points. This feat can't be used with any effect that draws upon a number of charges that exceeds your proficiency bonus. |
%PAGE% | The ability to cast at least one spell | You have mastered tricks to enhance your attacks with certain kinds of spells, gaining the following benefits:
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%PAGE% | Strength 13 or higher | Your combat training has awakened in a unique style of fighting you adopt as your specialty. Gain any one fighting style of your choice. |
Racial feats
The following feats can normally only be acquired by members of a specific race. Consequently, only a small portion of characters have access to any particular one of these feats.
Name | Prerequisites | Effects |
---|---|---|
%PAGE% | Rito lineage, character level 4th | Through training and perhaps even physical transformation, you have learned to fly effortlessly. It is easy for you to rapidly switch between flapping your wings and using your hands even while maintaining flight. This gives you the following benefits:
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%PAGE% | Goron lineage | Among the incredibly stalwart gorons, there some even more resilient than their peers. Whether the result of intense training or natural aptitude, you gain the following benefits:
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%PAGE% | Kokiri race | You have learned an esoteric form of combat using simple weapons easily found and made in your woodland home:
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%PAGE% | Lynel race, proficiency with all martial weapons | You have learned a brutally powerful form of archery, gaining several benefits when you attack with a shortbow.
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%PAGE% | Goron race | Through arduous training you have learned to roll effortlessly, switching between walking and rolling in the blink of an eye. Your speed has become the envy of any racing goron. You gain the following benefits:
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%PAGE% | Deku scrub race | You have learned an esoteric form of magic innate to your race, and gain the following benefits:
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%PAGE% | Sunlight Sensitivity racial trait | After arduous training, your sight and other senses have become capable of enduring sunlight with negligible discomfort. You gain the following benefits:
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%PAGE% | Lizal race | You have trained to be an elite warrior among lizal, embodying traditional combat styles and tactics of your people. You gain the following benefits:
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%PAGE% | Zora race | Your fins have been trained to slice through water and foes alike, granting you the following benefits:
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Techniques
Spells
The following gallery details all spells found in Legends of Hyrule. Click on any spell's name for a page dedicated to that spell. For a summarized and sortable list, see Table of Spells. For details about how spells generally function, see Spellcasting.
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Magic Items
The following gallery details all magic items found in Legends of Hyrule. For a summarized and sortable list, see Table of Magic Items. For details about how magic items generally function, see Magic Item Overview.
Creatures
This page or section is incomplete, and will eventually be expanded with more information. |
The following table summarizes all creatures in Legends of Hyrule. Click any of the names below for full details for that creature.
See creature overview for a general explanation of creatures, creature stat blocks, and how they work.
Name | CR | Size | Type | Subtype | Summary |
---|---|---|---|---|---|
%PAGE% | 2 | Medium | humanoid | lizal | A winged anthropomorphic lizard related to other lizal such as dinolfos. Their tactful swooping attacks can be difficult to fight against. |
%PAGE% | 3 | Large | dragon | A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams. | |
%PAGE% | 0.5 | Small | construct | armos | A magically animated stone statue, it watches over ruins like an alarm. It isn't much of a threat unless provoked to explode. |
%PAGE% | 2 | Medium | construct | armos | A magically animated stone statue covered in armor, it stands guard over ruins long after the nearby structures have crumbled. |
%PAGE% | 1 | Small | beast | critter | The hard shell of this fire-spewing scorpion is almost impenetrable to swords and hammers. |
%PAGE% | 1/8 | Small | dragon | dodongo | A Small dragon that attacks with reckless leaping bite attacks. It detonates like a bomb when it dies. |
%PAGE% | 1/2 | Small | fiend | keese | A Small, bat-like fiend that swoops down with a powerful bite. |
%PAGE% | 0 | Tiny | beast | ||
%PAGE% | 1/8 | Tiny | beast | ||
%PAGE% | 1/2 | Large | beast | ||
%PAGE% | 0 | Tiny | beast | critter | |
%PAGE% | 3 | Large | beast | octo | |
%PAGE% | 2 | Large | beast | skulltula | A spider of monstrous size with an abdomen that resembles a human skull. It aggressively attacks with tackles, bites, and even shots of web. |
%PAGE% | 18 | Large | giant | lynel | |
%PAGE% | 13 | Large | giant | lynel | |
%PAGE% | 1 | Medium | beast | tektite | |
%PAGE% | 0 | Tiny | aberration | A Tiny ball of wispy black smoke or white snow, one is eerie but mostly harmless. They hide in crevices in large numbers and seem to appear out of nowhere. | |
%PAGE% | 0.125 | Medium | humanoid | blin | Pig-faced sadistic monsters that isn't even well-respected among monsters. |
%PAGE% | 0 | Small | ooze | A small, oblong spherical blob of goo. It can barely hop about but it's still quite aggressive. | |
%PAGE% | 0.25 | Medium | humanoid | blin | Well-organized bandits that are known to raid hylian villages. They attack with clubs and fiery arrows, often from the backs of bullbos. |
%PAGE% | 0.5 | Medium | humanoid | blin | A bulblin born with the magical powers of a sage. |
%PAGE% | 1 | Large | beast | A Large boar-like monster known for its endurance and ferocity. They are very commonly used by bulblins as mounts. | |
%PAGE% | 2 | Medium | humanoid | blin | This bulblin commands respect from its peers, through greater strength and competence. |
%PAGE% | 0 | Tiny | beast | These generally docile mammals are found among hylian villages where they help deter rodents, bugs, and other pests. | |
%PAGE% | 5 | Large | elemental | A slim-bodied warrior made of regenerating ice. It's the most formidable chilfos there is. | |
%PAGE% | 2 | Small | fiend | keese | A Small fiend comprised of a single huge eye and flapping bat-like wings. At close proximity, its stare can shatter one's mind. |
%PAGE% | 2 | Large | elemental | A slim-bodied warrior made of ice. They disguise themselves as icicles on the ceiling and drop down when a foe draws near. | |
%PAGE% | 11 | Gargantuan | monstrosity | octo | These gargantuan sea squids can sink ships just by breaching the ocean's surface. |
%PAGE% | 1/4 | Large | beast | This Large, heavy-bodied, non-venomous python subdues its prey by squeezing them to death. | |
%PAGE% | 0 | Tiny | beast | A crab, plain and simple. | |
%PAGE% | 2 | Medium | humanoid | blin | The sheer bloodlusting tenacity of this bokoblin makes it much more formidable in combat than its peers. |
%PAGE% | 4 | Medium | humanoid | lizal | A winged anthropomorphic lizard. Its powerful weapons and clever tactics make it more formidable than most aeralfos. |
%PAGE% | 1/4 | Tiny | fiend | keese | A skeletal bat-like monster animated by necromancy. Its bite inflicts a momentary curse. |
%PAGE% | 8 | Medium | humanoid | lizal | Imbued with dark power, this dinolfos is a bit more powerful than most of its kind. It can even spew necrotic energy. |
%PAGE% | 5 | Gargantuan | monstrosity | This Gargantuan sea snake's maw can crunch boulders and tear apart ships, but a skilled warrior can hit its weak point for massive damage. | |
%PAGE% | 1/4 | Large | beast | deer | |
%PAGE% | 0.125 | Medium | plant | baba | A carnivorous plant with a mean bite. Its rooted in one spot, though, making it easy to slay or avoid if it doesn't ambush you. |
%PAGE% | 0.25 | Small | plant | deku scrub | |
%PAGE% | 6 | Huge | plant | baba | |
%PAGE% | 5 | Medium | humanoid | lizal | A lizal warrior that masterfully wields swords and axes, and can even breathe fire. |
%PAGE% | 6 | Large | dragon | A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams. It's significantly stronger than most aquamentus. | |
%PAGE% | 5 | Large | dragon | dodongo | A terrestrial dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies. |
%PAGE% | 1/4 | Large | beast | horse | These larger horses are breed for hard labor, making them more powerful but less fast than the more ubiquitous riding horse. |
%PAGE% | 1 | Medium | monstrosity | ||
%PAGE% | 0.125 | Medium | beast | avian | A Medium bird native to volcanic regions. It doesn't fly, but can run incredibly fast on its two powerful legs. |
%PAGE% | 1/4 | Tiny | fiend | keese | A Tiny, bat-like fiend that attacks with biting attacks. Its body is cloaked in crackling electricity. |
%PAGE% | 0 | Tiny | fairy | tiny fairy | A tiny, darting sprite with healing magic. As a benevolent pacifist, it has almost no combat capability. |
%PAGE% | 0 | Tiny | fairy | tiny fairy | A tiny, darting sprite with a clever mind. As a benevolent pacifist, it has almost no combat capability. |
%PAGE% | 7 | Medium | humanoid | lizal | A winged anthropomorphic lizard. Unlike most aeralfos, this one can breathe fire and wields draconic power. |
%PAGE% | 1/4 | Tiny | fiend | keese | A Tiny, bat-like fiend that attacks with biting attacks. Its body is eternal aflame. |
%PAGE% | 2 | Medium | monstrosity | An aggressive, tadpole-like monster that spits fire from the surface of magma rivers. | |
%PAGE% | 1 | Tiny | monstrosity | serpent | A venomous snake imbued with powerful magic that rapidly flashes into and out of this realm. |
%PAGE% | 1 | Medium | aberration | A giant hand that crawls along the floors of dungeons. It can split into three when struck. | |
%PAGE% | 11 | Medium | humanoid | rito | This flightless rito is a legendary warrior, among the most mighty fighters in the Light Realm. Their kind has historically sided against Hyrule. |
%PAGE% | 0.5 | Medium | humanoid | rito | While flightless rito are renowned as monstrous warriors, this one makes a peaceful living as a scout and hunter of game. |
%PAGE% | 6 | Medium | humanoid | rito | A flightless rito that excels at high-leaping combat. They can even shoot beams from their blades. |
%PAGE% | 0.25 | Medium | elemental | A slim-bodied warrior made of ice. It's particularly frail compared to most chilfos, but its icy spear is still deadly. | |
%PAGE% | 0 | Tiny | beast | frog | |
%PAGE% | 0 | Tiny | ooze | A tiny, sticky slime that attacks prey by slowing them down—making them weaker for zols or other monsters to defeat. | |
%PAGE% | 1 | Medium | undead | ghost | A pasty-white, one-eyed, semitransparent ghost that attacks with a huge tongue. |
%PAGE% | 1/4 | Medium | beast | ||
%PAGE% | 1/2 | Small | beast | critter | |
%PAGE% | 0.5 | Large | beast | pig | |
%PAGE% | 1/8 | Small | beast | ||
%PAGE% | 1/8 | Small | beast | bovid | A quadruped mammal known for its stubborn temperament and ramming headbutts. They are often domesticated like cattle. |
%PAGE% | 5 | Large | monstrosity | gohma | |
%PAGE% | 3 | Medium | beast | skulltula | |
%PAGE% | 16 | Large | humanoid | lizal | This winged anthropomorphic lizard wields the legendary might of a golden monster, making it an almost invincible warrior and probably the most powerful aeralfos ever. |
%PAGE% | 3 | Tiny | beast | critter | |
%PAGE% | 7 | Medium | humanoid | blin | Imbued with the legendary power of a golden monster, this might be the mightiest bokoblin to ever live. |
%PAGE% | 28 | Large | giant | lynel | |
%PAGE% | 4 | Medium | monstrosity | octo | A rare golden-colored variety of the more common octorok. Their strength, stamina, and speed are the stuff of legend. |
%PAGE% | 7 | Tiny | monstrosity | serpent | A venomous snake imbued with the legendary might of a golden monster. It's the most powerful rope there is. |
%PAGE% | 3 | Medium | monstrosity | tektite | |
%PAGE% | 12 | Medium | monstrosity | wolf | |
%PAGE% | 3 | Large | beast | ungulate | A blue-furred rhino native to cold regions, whose namesake horn weighs down its powerful body. A single strike from this two-foot horn can be lethal. |
%PAGE% | 7 | Huge | monstrosity | mothula | |
%PAGE% | 7 | Huge | dragon | A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams. | |
%PAGE% | 9 | Gargantuan | monstrosity | This Gargantuan sea snake can snap apart ships with a single bite. Unlike lesser varieties, it doesn't have a weak point. | |
%PAGE% | 9 | Huge | plant | baba | |
%PAGE% | 8 | Huge | dragon | dodongo | A terrestrial dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies. |
%PAGE% | 6 | Large | giant | horsehead | This horse-headed warrior wields great strength, able to send warriors flying with a single strike of its hammer. |
%PAGE% | 2 | Medium | aberration | A Small, flying parasite that crackles with electricity and attacks with energy-draining bites. | |
%PAGE% | 1 | Large | beast | ||
%PAGE% | 1/8 | Tiny | beast | critter | |
%PAGE% | 1/8 | Large | beast | horse | Quadrupeds that are commonly used for transport, whether rode or used to pull wagons. They can be found either domesticated or in the wild. |
%PAGE% | 3 | Large | giant | horsehead | This giant, horse-headed warrior has been twisted by the evil magic of those who revere Ganon. His immense strength now works for evil. |
%PAGE% | 1/4 | Tiny | fiend | keese | A Tiny, bat-like fiend that attacks with biting attacks. Its body is cloaked in icy, freezing magic. |
%PAGE% | 2 | Small | monstrosity | ||
%PAGE% | 1/8 | Tiny | fiend | keese | A Tiny, bat-like fiend that attacks with biting attacks. It can absorb elements to empower itself. |
%PAGE% | 5 | Large | humanoid | blin | The leader of a bulblin army or tribe, this towering king wields daunting horns and weapons. |
%PAGE% | 8 | Gargantuan | dragon | dodongo | A terrestrial dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies. |
%PAGE% | 2 | Medium | monstrosity | octo | These octopus monsters are much tougher than the more common red variety. They can even spit rocks at a faster pace. |
%PAGE% | 0.25 | Small | monstrosity | gohma | |
%PAGE% | 0.5 | Medium | plant | ||
%PAGE% | 12 | Huge | dragon | A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams. Its legendary power exceeds that of any aquamentus. | |
%PAGE% | 12 | Huge | plant | baba | |
%PAGE% | 9 | Large | giant | Superhuman strength and endurance makes this equine brute one of the most feared warriors in service to Ganon. | |
%PAGE% | 10 | Medium | monstrosity | wolf | |
%PAGE% | 0.5 | Large | dragon | A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams. Its younger or weaker than a typical aquamentus. | |
%PAGE% | 1 | Gargantuan | monstrosity | This Gargantuan aquatic eel can bite through solid rock. It's incredibly vulnerable to any attack against its weak spot, making it surprisingly easy to defeat. | |
%PAGE% | 3 | Huge | plant | baba | |
%PAGE% | 2 | Medium | dragon | dodongo | A two-legged dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies. |
%PAGE% | 1 | Large | giant | horsehead | Although not as formidable as most horseheads, this equine warrior's sheer strength is enough to crush almost any warrior that would oppose it. |
%PAGE% | 1/8 | Tiny | beast | ||
%PAGE% | 1/8 | Medium | beast | A large fish with a huge, sword-like bill it uses for predation. | |
%PAGE% | 1/8 | Tiny | aberration | A Tiny, flying parasite that crackles with electricity and attacks with energy-draining bites. | |
%PAGE% | 1/8 | Small | beast | ||
%PAGE% | 1 | Large | beast | loftwing | These Large birds are rode by the hylians of Skyloft. |
%PAGE% | 1/4 | Large | beast | A meaty fish the size of a horse that is found everywhere in the ocean. They are often domesticated. | |
%PAGE% | 4 | Huge | beast | A particularly powerful bullbo with armor and massive horns. It's an incredibly dangerous mount perhaps only used by King Bulblin. | |
%PAGE% | 0.125 | Tiny | beast | critter | Aggressive, housecat-sized beetle which live in dank caves and desolate deserts. |
%PAGE% | 8 | Large | giant | lynel | |
%PAGE% | 0.5 | Medium | monstrosity | gohma | A pony-sized centipede that lives in magma. A magtail's huge mandibles can tear through armor, but a seasoned warrior can squash these like they bugs they are. |
%PAGE% | 24 | Large | construct | An ancient evil enigma bound to a mask. Its sheer sadistic nature might destroy the entire world. | |
%PAGE% | 0.125 | Small | beast | A Small marsupial with a shelled back that defends its territory with huge leaping attacks using it powerful, clawed hind legs. | |
%PAGE% | 0.25 | Medium | monstrosity | moldorm | A skittering centipede-like monster with erratic, difficult-to-predict movements. |
%PAGE% | 1/4 | Medium | monstrosity | digdogger | |
%PAGE% | 0 | Tiny | aberration | A Tiny disembodied hand with a demonic grip that can drain magic power. | |
%PAGE% | 0.25 | Small | humanoid | blin | |
%PAGE% | 1 | Large | humanoid | blin | |
%PAGE% | 2 | Large | monstrosity | moldorm | A skittering centipede-like monster with erratic, difficult-to-predict movements and a sturdy armor-like carapace. |
%PAGE% | 0 | Tiny | monstrosity | mothula | The egg of a mothula, this one-eyed spiked ball attacks by latching on to weigh you down. |
%PAGE% | 0.125 | Tiny | monstrosity | mothula | |
%PAGE% | 3 | Large | monstrosity | mothula | A gigantic carnivorous moth that attacks with huge, scissor-like mandibles. It spews morths to attack, too. |
%PAGE% | 1/8 | Medium | beast | deer | |
%PAGE% | 1/4 | Medium | beast | bovid | A quadruped mammal known for its stubborn temperament and ramming headbutts. They graze in hills and prairies. |
%PAGE% | 2 | Huge | beast | A massive fish with a huge, sword-like bill it uses for predation. A single stab could sink a ship. | |
%PAGE% | 0.5 | Medium | humanoid | lizal | |
%PAGE% | 0.25 | Small | monstrosity | octo | A bizarre black-colored octorok covered in spikes that will violently explode if threatened. It lives in the deep sea. |
%PAGE% | 0.25 | Small | monstrosity | octo | A widespread octopus monster found almost anywhere, from desert hills to ocean waves. They attack by spitting rocks from a safe distance. |
%PAGE% | 3 | Large | giant | lynel | |
%PAGE% | 1 | Large | beast | bovid | A particularly large goat distinguished by two horns that come together in a ring shape. They are primarily found in Ordon. |
%PAGE% | 1/2 | Medium | beast | A renowned form of owl remarkable for its mastery over language. These benevolent observers have often helped people solve problems or avoid calamity. | |
%PAGE% | 0.5 | Medium | plant | peahat | A peculiar plant monster that flies with rotating, helicopter-like leaves or petals. It's helpless when unable to fly. |
%PAGE% | 1/8 | Small | beast | pig | |
%PAGE% | 2 | Large | beast | ||
%PAGE% | 6 | Large | undead | Resembling a larger version the more common pols voice, this ghost hides a colossal, fanged mouth. | |
%PAGE% | 1 | Medium | monstrosity | A peculiar bunny-like bipedal monster that hates loud noises. It weaves around melee attacks with surprising ease. | |
%PAGE% | 1/8 | Small | aberration | A swarm of multicolored tentacles that constricts and slowly dissolves its prey. | |
%PAGE% | 5 | Medium | monstrosity | octo | |
%PAGE% | 0.5 | Medium | plant | baba | A carnivorous plant with a meaner bite than most babas. Its golden hide can endure a few hits, but it can't move from where it's planted. |
%PAGE% | 1/8 | Tiny | beast | ||
%PAGE% | 1/4 | Small | monstrosity | These monstrous, black-feathered vultures are known to actively prey on those who wander too deep into the desert. | |
%PAGE% | 1/2 | Medium | beast | pig | A tusked pig-like beast found in forests and fields. They charge aggressively if threatened. |
%PAGE% | 1 | Medium | aberration | A swarm of red-and-yellow tentacles that constricts and slowly dissolves its prey. | |
%PAGE% | 2 | Large | beast | ungulate | A furless rhino native to savannas. It's less common in Hyrule than the more renowned great-horned rhinoceros. |
%PAGE% | 0.25 | Medium | humanoid | zora | |
%PAGE% | 0.125 | Tiny | beast | serpent | Venomous snakes that can race towards prey with shocking speed. |
%PAGE% | 1/2 | Large | beast | A massive fish with a huge, sword-like bill it uses for predation. A single stab could sink a ship. | |
%PAGE% | 0.25 | Small | beast | ||
%PAGE% | 1 | Large | elemental | A slim-bodied warrior made of ice that stands guard. It lacks some of the trickier abilities of other chilfos. | |
%PAGE% | 13 | Large | humanoid | lizal | This winged anthropomorphic lizard wields the dark power of silver, making it among the most formidable and feared aeralfos ever. |
%PAGE% | 4 | Medium | humanoid | blin | Imbued with the dark and mysterious magic of silver monsters, this bokoblin is vastly more powerful than most of its kind. |
%PAGE% | 23 | Large | giant | lynel | |
%PAGE% | 2 | Medium | monstrosity | tektite | |
%PAGE% | 8 | Medium | monstrosity | wolf | |
%PAGE% | 1/4 | Tiny | undead | serpent | A venomous, undead snake that races towards prey with shocking speed. |
%PAGE% | 1/2 | Medium | beast | skulltula | A monstrous spider with an abdomen that resembles a human skull. It aggressively attacks with tackles, bites, and even shots of web. |
%PAGE% | 0.25 | Small | beast | gohma | |
%PAGE% | 0 | Tiny | beast | A commonly-found pest that usually only hunts other insects. It's known for spinning webs and for its venomous bites. | |
%PAGE% | 0.125 | Small | undead | stal | A lumbering skeletal humanoid with unusually long arms for its small size. It attacks from the ground with clumsy claw swipes. |
%PAGE% | 2 | Large | undead | serpent | A multi-headed undead snake monster that can rapidly regenerate from conventional attacks. |
%PAGE% | 0.5 | Medium | undead | stal | |
%PAGE% | 0.25 | Large | undead | stal | This undead, skeletal horse arises at night. They say only monsters ride such fell steeds. |
%PAGE% | 0.5 | Medium | undead | stal | This undead, skeletal hound arises at night. In small packs, they strike unwary travelers without reason. |
%PAGE% | 3 | Large | humanoid | blin | |
%PAGE% | 3 | Large | elemental | A slim-bodied warrior made of reinforced ice. Its body is much sturdier compared to most stalfos. | |
%PAGE% | 10 | Large | humanoid | lizal | A winged anthropomorphic lizard. This variety of aeralfos wields supernatural power from birth, and can even cast a few spells innately. |
%PAGE% | 1/8 | Medium | beast | critter | |
%PAGE% | 0.125 | Large | monstrosity | mothula | The eggs of a mothula, these one-eyed spiked balls attack by latching on to weigh you down. |
%PAGE% | 0.5 | Large | monstrosity | mothula | |
%PAGE% | 0.5 | Large | beast | serpent | Venomous snakes that can race towards prey with shocking speed. |
%PAGE% | 1 | Large | beast | deer | |
%PAGE% | 1/2 | Small | aberration | A Small, flying parasite that crackles with electricity and attacks with energy-draining bites. | |
%PAGE% | 0.5 | Small | beast | gohma | |
%PAGE% | 0 | Tiny | monstrosity | An aggressive, tadpole-like monster found in ponds and streams. | |
%PAGE% | 0.25 | Large | monstrosity | A swam of aggressive, tadpole-like monsters found in ponds and streams. | |
%PAGE% | 0.5 | Medium | monstrosity | An aggressive, tadpole-like monster that spits acid from the surface of rivers and lakes. | |
%PAGE% | 2 | Small | ooze | A fiery mollusk that moves at surprising speed, and resists conventional forms of attack. | |
%PAGE% | 1/8 | Small | ooze | A fiery mollusk that is slow to move but wields fearsome blasts of fire. | |
%PAGE% | 0.5 | Medium | humanoid | blin | This bokoblin has some decent weapons and armor, making it a little more of a threat than most bokoblins. |
%PAGE% | 1 | Small | ooze | A sticky blob of slime the size of a child that attacks prey with acidic, tackling hops. If damaged they can split into gels. | |
%PAGE% | 0.25 | Small | beast | vermin | This housecat-sized bug rushes at prey with galloping bite attacks. Vengas store poisonous gas in their bodies, releasing it in a toxic cloud upon defeat. |
%PAGE% | 9 | Large | dragon | These monstrous, black-feathered vultures are known to actively prey on those who wander too deep into the desert. | |
%PAGE% | 1 | Medium | monstrosity | These monstrous, black-feathered vultures are known to actively prey on those who wander too deep into the desert. | |
%PAGE% | 1/8 | Small | beast | skulltula | A monstrous spider that aggressively attacks creatures many times its size, and is typically found clinging to walls or vines. |
%PAGE% | 3 | Medium | monstrosity | wolfos | A wolf-like monster that fights with formidable claw attacks that can easily deflect melee strikes. |
%PAGE% | 2 | Large | monstrosity | mothula | A gigantic carnivorous grasshopper that attacks with huge, scissor-like mandibles. It spews morths to attack, too. |
%PAGE% | 0.25 | Medium | beast | wolf | |
%PAGE% | 0.5 | Medium | beast | wolf | |
%PAGE% | 1 | Medium | beast | wolf | |
%PAGE% | 2 | Medium | beast | wolf | |
%PAGE% | 3 | Medium | beast | wolf | |
%PAGE% | 4 | Medium | beast | wolf | |
%PAGE% | 5 | Medium | beast | wolf | |
%PAGE% | 6 | Medium | beast | wolf | |
%PAGE% | 2 | Medium | monstrosity | wolfos | A wolf-like monster that fights with formidable claw attacks that can easily deflect melee strikes. |
%PAGE% | 1/4 | Medium | beast | pig | A tusked, fur-covered pig found in forests and fields. Though normally skittish, they charge aggressively if threatened. |
%PAGE% | 0.25 | Small | ooze | A sticky blob of slime the size of a child that attacks prey with acidic, tackling hops. If damaged they can split into gels. |