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Keese L2 Lurker Tiny wind beast HP 26; Bloodied 13 Initiative +8 AC 14; Fortitude 10, Reflex 14, Will 12 Speed 2 (clumsy), fly 6 Perception +8 Vulnerable 5 radiant Standard Actions BM Bite At-Will Attack: Melee 1 (one creature); +7 vs. AC. Hit: 1d6 + 6 damage. Special: In dim light or darkness, a keese gains a +2 bonus to the attack roll and deals an extra 6 damage. M Flyby Attack At-Will Effect: The keese flies up to 6 squares and makes one melee basic attack at any point during that movement. The keese doesn’t provoke opportunity attacks when moving away from the target of the attack. Skills Acrobatics +9, Perception +8, Stealth +9 Str 4 (–1) Dex 17 (+4) Wis 14 (+3) Con 14 (+3) Int 2 (–3) Cha 10 (+1) Alignment Unaligned Languages None Bubble L2 Controller Small spirit magical beast (undead) HP 32; Bloodied 16 Initiative +3 AC 16; Fortitude 14, Reflex 14, Will 14 Speed 6 Perception +1 Standard Actions BM Slam At-Will Attack: Melee 1 (one creature); +7 vs. AC. Hit: 1d6 + 5 damage, and the target cannot make attacks until the end of the bubble's next turn. M Steal Power Encounter Attack: Melee 1 (one creature); +5 vs. Will. Hit: The target loses one encounter power, chosen randomly. Skills Religion +5 Str 10 (+1) Dex 14 (+3) Wis 11 (+1) Con 14 (+3) Int 8 (+0) Cha 17 (+4) Alignment Evil Languages None Tektite L3 Skirmisher Small earth beast HP 35; Bloodied 17 Initiative +6 AC 17; Fortitude 15, Reflex 15, Will 15 Speed 6 Perception +1 Standard Actions BM Slam At-Will Attack: Melee 1 (one creature); +8 vs. AC. Hit: 1d8 + 5 damage. Move Actions Leap At-Will Effect: The tektite makes an Acrobatics check to jump. If the tektite lands adjacent to an enemy and its Acrobatics check is higher than the enemy's AC, the tektite gains a +4 bonus to attack and damage rolls against that enemy until the end of its turn. Minor Actions M Knock Off-Guard At-Will 1/round Attack: Melee 1 (one creature); +6 vs. Fortitude. Hit: The tektite knocks the target prone and shifts into its square. Miss: The tektite falls prone. Skills Athletics +8, Acrobatics +9 Str 14 (+3) Dex 16 (+4) Wis 10 (+1) Con 12 (+2) Int 3 (–3) Cha 14 (+3) Alignment Unaligned Languages None Rope L4 Skirmisher Small water beast HP 43; Bloodied 21 Initiative +10 AC 18; Fortitude 15, Reflex 18, Will 15 Speed 7 Perception +4 Properties Slippery A rope does not provoke opportunity attacks when charging. Standard Actions BM Poison Bite (poison) At-Will Attack: Melee 1 (one creature); +9 vs. AC. Hit: 1d6 damage and ongoing 5 poison damage. Skills Acrobatics +11, Athletics +6 Str 8 (+1) Dex 18 (+6) Wis 15 (+4) Con 15 (+4) Int 2 (–2) Cha 10 (+2) Alignment Unaligned Languages None Bee Swarm L4 Brute Medium wind beast HP 48; Bloodied 24 Initiative +6 AC 16; Fortitude 17, Reflex 17, Will 14 Speed 0, fly 6 (perfect) Perception +4 Resist 10 melee and ranged attacks; Vulnerable 10 area and close attacks Properties Swarm Attack Aura 1 Any enemy that starts its turn within the aura takes 5 damage. Swarm The bee swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The bee swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze
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Page 1: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Keese L2 LurkerTiny wind beastHP 26; Bloodied 13 Initiative +8AC 14; Fortitude 10, Reflex 14, Will 12Speed 2 (clumsy), fly 6 Perception +8Vulnerable 5 radiantStandard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +7 vs. AC.Hit: 1d6 + 6 damage.Special: In dim light or darkness, a keese gains a +2 bonus to the at-

tack roll and deals an extra 6 damage.M Flyby Attack ✦ At-WillEffect: The keese flies up to 6 squares and makes one melee basic at-

tack at any point during that movement. The keese doesn’t pro-voke opportunity attacks when moving away from the target of the attack.

Skills Acrobatics +9, Perception +8, Stealth +9Str 4 (–1) Dex 17 (+4) Wis 14 (+3)Con 14 (+3) Int 2 (–3) Cha 10 (+1)Alignment Unaligned Languages None

Bubble L2 ControllerSmall spirit magical beast (undead)HP 32; Bloodied 16 Initiative +3AC 16; Fortitude 14, Reflex 14, Will 14Speed 6 Perception +1Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +7 vs. AC.Hit: 1d6 + 5 damage, and the target cannot make attacks until the

end of the bubble's next turn.M Steal Power ✦ EncounterAttack: Melee 1 (one creature); +5 vs. Will.Hit: The target loses one encounter power, chosen randomly.Skills Religion +5Str 10 (+1) Dex 14 (+3) Wis 11 (+1)Con 14 (+3) Int 8 (+0) Cha 17 (+4)Alignment Evil Languages None

Tektite L3 SkirmisherSmall earth beastHP 35; Bloodied 17 Initiative +6AC 17; Fortitude 15, Reflex 15, Will 15Speed 6 Perception +1Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +8 vs. AC.Hit: 1d8 + 5 damage.Move ActionsLeap ✦ At-WillEffect: The tektite makes an Acrobatics check to jump. If the tektite

lands adjacent to an enemy and its Acrobatics check is higher than the enemy's AC, the tektite gains a +4 bonus to attack and damage rolls against that enemy until the end of its turn.

Minor ActionsM Knock Off-Guard ✦ At-Will 1/roundAttack: Melee 1 (one creature); +6 vs. Fortitude.Hit: The tektite knocks the target prone and shifts into its square.Miss: The tektite falls prone.Skills Athletics +8, Acrobatics +9Str 14 (+3) Dex 16 (+4) Wis 10 (+1)Con 12 (+2) Int 3 (–3) Cha 14 (+3)Alignment Unaligned Languages None

Rope L4 SkirmisherSmall water beastHP 43; Bloodied 21 Initiative +10AC 18; Fortitude 15, Reflex 18, Will 15Speed 7 Perception +4PropertiesSlipperyA rope does not provoke opportunity attacks when charging.Standard ActionsBM Poison Bite (poison) ✦ At-Will Attack: Melee 1 (one creature); +9 vs. AC.Hit: 1d6 damage and ongoing 5 poison damage.Skills Acrobatics +11, Athletics +6Str 8 (+1) Dex 18 (+6) Wis 15 (+4)Con 15 (+4) Int 2 (–2) Cha 10 (+2)Alignment Unaligned Languages None

Bee Swarm L4 BruteMedium wind beastHP 48; Bloodied 24 Initiative +6AC 16; Fortitude 17, Reflex 17, Will 14Speed 0, fly 6 (perfect) Perception +4Resist 10 melee and ranged attacks; Vulnerable 10 area and close at-

tacksPropertiesSwarm Attack ✦ Aura 1Any enemy that starts its turn within the aura takes 5 damage. SwarmThe bee swarm can occupy the same space as another creature, and

an enemy can enter its space, which is difficult terrain. The bee swarm cannot be pulled, pushed, or slid by melee or ranged at-tacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.

Clumsy AttackerThe bee swarm lacks a melee basic attack.Without AllegianceA bee swarm attacks any creatures it can see except other bee

swarms. A creature can direct a bee swarm to target a specific creature within 6 squares of the swarm with a DC 15 Nature check. If the bee swarm fails a saving throw, it targets that crea-ture on its next turn.

Standard ActionsM Sting (poison) ✦ At-WillAttack: Melee 1 (one creature); +7 vs. Fortitude.Hit: Ongoing 5 poison damage.First failed saving throw: Ongoing 7 poison damage.Second failed saving throw: Ongoing 10 poison damage.Skills Acrobatics +11Str 2 (–2) Dex 18 (+6) Wis 14 (+4)Con 10 (+2) Int 2 (–2) Cha 8 (+1)Alignment Unaligned Languages NoneZol L2 BruteMedium earth beastHP 38; Bloodied 19 Initiative +3AC 14; Fortitude 16, Reflex 14, Will 12Speed 5 Perception –1Vulnerable shaman powder (slowed, save ends)Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +7 vs. AC.Hit: 1d10 + 5 damage.Triggered ActionsSplit ✦ EncounterTrigger: The zol drops to 0 hit points.

Page 2: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Effect (No Action): Two gels appear in adjacent squares. They act on the zol's initiative.

Skills NoneStr 17 (+5) Dex 14 (+3) Wis 6 (–1)Con 14 (+3) Int 1 (–4) Cha 5 (–2)Alignment Unaligned Languages None

Gel L2M BruteSmall earth beastHP 1; Bloodied 22 Initiative +3AC 14; Fortitude 16, Reflex 14, Will 12Speed 5 Perception –1Resist 5 all, vulnerable shaman powder (killed)Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +7 vs. AC.Hit: 5 damage.Str 13 (+3) Dex 14 (+3) Wis 6 (–1)Con 14 (+3) Int 1 (–4) Cha 5 (–2)Alignment Unaligned Languages None

Yellow Chu L2 SoldierMedium earth beastHP 32; Bloodied 16 Initiative +5AC 18; Fortitude 16, Reflex 14, Will 12Speed 5 Perception –1Resist 2 all but force, Vulnerable shaman powder (ends marks)Standard ActionsBM Slam (lightning) ✦ At-WillAttack: Melee 1 (one creature); +7 vs. AC.Hit: 1d8 damage plus 5 lightning damage.BM Congeal ✦ At-WillAttack: Melee 1 (one creature); +5 vs. Reflex.Hit: 1d8 damage, and the target takes a -5 penalty to damage rolls

until the end of the yellow chu's next turn.Minor ActionsC Slime ✦ At-WillEffect: The yellow chu marks one adjacent creature until the end of

its next turn.Triggered ActionsElectric Vengeance (lightning) ✦ At-WillTrigger: An enemy marked by the yellow chu makes an attack that

does not target the yellow chu.Effect (Immediate Reaction): The triggering enemy takes 1d6 + 4

lightning damage.Skills NoneStr 17 (+5) Dex 14 (+3) Wis 6 (–1)Con 14 (+3) Int 1 (–4) Cha 5 (–2)Alignment Unaligned Languages None

Red Chu L3 ControllerHuge water beastHP 37; Bloodied 18 Initiative +3AC 17; Fortitude 17, Reflex 13, Will 13Speed 5 Perception –1Resist 5 all, vulnerable shaman powder (stunned and weightless for

one turn)PropertiesSquishyThe red chu does not provoke opportunity attacks for moving or en-

tering another creature's space. However, it has no basic attacks.Standard ActionsM Dissolve (acid) ✦ At-WillAttack: Melee 0 (one creature); +6 vs. Fortitude.

Hit: 1d8 + 6 acid damage.M Congeal ✦ At-WillAttack: Melee 0 (all creatures within range); +6 vs. Reflex.Hit: The target is slowed (save ends).Skills NoneStr 17 (+5) Dex 14 (+3) Wis 6 (–1)Con 14 (+3) Int 1 (–4) Cha 5 (–2)Alignment Unaligned Languages None

Great Torch Slug L3S SkirmisherLarge fire beastHP 148; Bloodied 74 Initiative +5AC 17; Fortitude 15, Reflex 15, Will 15Speed 5 (see douse) Perception –1Resist 10 fireSaving Throws +5, Action Points 2Standard ActionsBM Slam (fire) ✦ At-WillAttack: Melee 1 (one creature); +8 vs. AC.Hit: 1d8 + 6 damage plus 2d4 fire damage.C Fireburst (fire) ✦ Recharge 4Attack: Close burst 1, close burst 2 when bloodied (each creature

within burst); +6 vs. Reflex.Hit: 1d6 + 5 fire damage.Minor ActionsIgnite ✦ At-WillEffect: The torch slug catches fire, reversing the effects of douse.Triggered ActionsM Fiery Skin (fire) ✦ At-WillTrigger: An enemy resolves a melee or close attack against the great

torch slug.Effect (Free Action): The enemy takes 1d8 + 5 fire damage.Douse ✦ At-WillTrigger: An enemy damages the great torch slug with a ranged or

area attack.Effect (No Action): The great torch slug loses its flame. Its slam at-

tack does not deal fire damage and it cannot use fiery skin or fireburst, but its speed increases to 8 and it does not provoke at-tacks of opportunity for moving. All these effects end when it uses ignite.

Skills NoneStr 17 (+5) Dex 14 (+3) Wis 6 (–1)Con 14 (+3) Int 5 (–2) Cha 5 (–2)Alignment Unaligned Languages None

Zolrobe L3S ControllerMedium spirit humanoidHP 184; Bloodied 92 Initiative +1AC 17; Fortitude 16, Reflex 14, Will 15Speed 6, teleport 6 Perception +3Vulnerable shaman powder when not bloodied (dazed, save ends)Saving Throws +5, Action Points 2Standard ActionsBM Staff (weapon) ✦ At-WillAttack: Melee 1 (one creature); +8 vs. AC.Hit: 1d8 + 6 damage, and push the target 3 squares. A gel appears in

the target's original square.BR Oozeball (acid, poison) ✦ At-WillAttack: Ranged 10 (one creature); +6 vs. Reflex.Hit: 1d8 + 6 acid and poison damage, and the target is slowed until

the end of Zolrobe's next turn.C Slime Wave (acid) ✦ Recharge 4, recharges when bloodiedAttack: Close blast 3 (each creature within blast); +6 vs. Reflex.Hit: 1d6 + 5 acid damage, and the target is slowed (save ends).

Page 3: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Sticky Knowledge (acid) ✦ At-WillEffect: Zolrobe makes two basic attacks, each against a different tar-

get.Minor ActionsSlough ✦ At-Will 1/round when bloodiedEffect: Zolrobe summons 1d4 gels into empty squares within 2. If

this power would cause more than 5 gels to be on the battlefield at once, it fails.

Triggered ActionsM Retaliation ✦ At-WillTrigger: Zolrobe becomes bloodiedEffect (No Action): All effects on Zolrobe end. Zolrobe teleports 6

squares and uses oozeball against each enemy within range.Skills Arcana +8, Dungeoneering +8Str 11 (+1) Dex 11 (+1) Wis 14 (+3)Con 14 (+3) Int 14 (+3) Cha 17 (+4)Alignment Unaligned Languages None

Page 4: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Moblin Thug L4 BruteMedium shadow humanoidHP 53; Bloodied 26 Initiative +4AC 16; Fortitude 17, Reflex 16, Will 15Speed 6 Perception +2TraitsMoblin TacticsMoblins deal an extra 1d6 damage to targets they flank and targets

who grant combat advantage.Standard ActionsBM Stab (weapon) ✦ At-WillAttack: Melee 1 (one creature); +9 vs. AC.Hit: 2d8 + 5 damage.BR Throw (weapon) ✦ At-WillAttack: Ranged 6 (one creature); +9 vs. AC.Hit: 2d8 + 5 damage.Moblin Spear ✦ EncounterEffect: The moblin makes a throw attack against one enemy and

charges another enemy.Skills Athletics +12, Endurance +9, Intimidate +6Str 18 (+6) Dex 15 (+4) Wis 11 (+2)Con 15 (+4) Int 9 (+1) Cha 9 (+1)Alignment Chaotic Evil Languages HylianEquipment 5 spears, leather armor

Moblin Brute L4 SoldierMedium shadow humanoidHP 46; Bloodied 23 Initiative +6AC 20; Fortitude 17, Reflex 16, Will 15Speed 6 Perception +2TraitsMoblin TacticsMoblins deal an extra 1d6 damage to targets they flank and targets

who grant combat advantage.Standard ActionsBM Stab (weapon) ✦ At-WillAttack: Melee 1 (one creature); +9 vs. AC.Hit: 1d8 + 7 damage.Effect: The target is marked (save ends).M Spinning Haft (weapon) ✦ At-WillAttack: Melee 2 (one creature); +9 vs. AC.Hit: 1d8 + 7 damage, and the target falls prone.Triggered ActionsMoblin Fury ✦ At-WillTrigger: An enemy marked by the moblin makes an attack that does

not target the moblin.Effect (Immediate Reaction): The moblin makes the following attack

against the triggering enemy.Attack: Ranged 6 (one creature); +9 vs. AC.Hit: 1d8 + 7 damage.Skills Athletics +9, Endurance +11, Intimidate +6Str 15 (+4) Dex 15 (+4) Wis 11 (+2)Con 18 (+6) Int 9 (+1) Cha 9 (+1)Alignment Chaotic Evil Languages HylianEquipment 5 spears, leather armorMoblin Spearhurler L4 ArtilleryMedium shadow humanoidHP 30; Bloodied 15 Initiative +6AC 18; Fortitude 17, Reflex 16, Will 15Speed 6 Perception +2TraitsMoblin TacticsMoblins deal an extra 1d6 damage to targets they flank and targets

who grant combat advantage.

Standard ActionsBM Stab (weapon) ✦ At-WillAttack: Melee 1 (one creature); +9 vs. AC.Hit: 1d8 + 4 damage.BR Throw (weapon) ✦ At-WillAttack: Ranged 6 (one creature); +9 vs. AC.Hit: 1d8 + 7 damage, and ongoing 5 damage.BR Staggering Javelin (weapon) ✦ At-WillAttack: Ranged 6 (one or two creatures); +9 vs. AC.Hit: 1d8 + 4 damage, and the target grants combat advantage until

the end of the moblin spearhurler's next turn.Skills Athletics +9, Endurance +9, Intimidate +6Str 15 (+4) Dex 18 (+6) Wis 11 (+2)Con 15 (+4) Int 9 (+1) Cha 9 (+1)Alignment Chaotic Evil Languages HylianEquipment 5 spears, leather armor

Page 5: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Deku Baba L4 ControllerMedium forest beastHP 41; Bloodied 20 Initiative +1AC 18; Fortitude 17, Reflex 14, Will 17Resist 5 poison; Vulnerable 10 cold, 10 fireSpeed 0 (6 when bloodied) Perception +4TraitsPlant PhysiologyEnemies cannot flank or score critical hits on a deku baba.CamouflageA deku baba hides underground when it is not in combat. It is invisi-

ble until seen (Perception DC 20) or until it attacks.Standard ActionsBM Bite ✦ At-WillAttack: Melee 2, melee 1 when bloodied (one creature); +9 vs. AC.Hit: 2d6 + 4 damage, and the deku baba grabs the target. Any target

grabbed by the deku baba is restrained. While a target is re-strained by this power, the deku baba cannot attack any other target.

Triggered ActionsVine Burst (poison) ✦ At-WillTrigger: The deku baba becomes bloodied.Effect (Free Action): The deku baba bursts from the ground. Its

speed becomes 6 and it makes the following attack:Attack: Close burst 1 (each enemy in burst); +7 vs. Reflex.Hit: 2d6 + 4 poison damage, and the target is knocked prone.Skills Nature +5, Stealth +6Str 18 (+6) Dex 8 (+1) Wis 15 (+4)Con 13 (+3) Int 2 (–2) Cha 9 (+1)Alignment Unaligned Languages None

Peahat L4 SkirmisherSmall forest beastHP 43; Bloodied 21 Initiative +8AC 18; Fortitude 15, Reflex 19, Will 15Resist 5 poison and radiant; Vulnerable 5 cold, 5 fireSpeed 2, fly 6 (altitude limit 5) Perception +9Standard ActionsBM Leaf Blade ✦ At-WillAttack: Melee 1 (one creature); +9 vs. AC.Hit: 2d4 + 7 damage, and the peahat takes a -2 penalty to Reflex un-

til the end of its next turn.M Flyby Attack ✦ At-WillEffect: The peahat flies up to 6 squares and makes one melee attack

at any point during that movement. The peahat doesn’t provoke opportunity attacks when moving away from the target of the at-tack.

Triggered ActionsWhirling Body (poison) ✦ EncounterTrigger: An enemy moves to a square from which it flanks the pea-

hat.Effect (Opportunity Action): The peahat makes the following attack:Attack: Close burst 1 (each enemy in burst); +9 vs. AC.Hit: 2d6 + 7 poison damage.Effect: The peahat can fly its speed as a free action. It does not pro-

voke opportunity attacks from any target hit by the attack.Skills Acrobatics +11Str 10 (+2) Dex 18 (+6) Wis 15 (+4)Con 15 (+4) Int 2 (–2) Cha 9 (+1)Alignment Unaligned Languages None

Giant Peahat L6E SkirmisherLarge forest beast

HP 106; Bloodied 53 Initiative +7AC 20; Fortitude 17, Reflex 21, Will 17Resist 5 poison and radiant; Vulnerable 5 cold, 5 fireSpeed 2, fly 6 (altitude limit 5) Perception +10TraitsO Whirlwind ✦ Aura 1 (2 when bloodied)Entering a square within the aura costs 1 additional square of move-

ment unless a creature is moving away from the great peahat.Standard ActionsBM Leaf Blade ✦ At-WillAttack: Melee 1 (one creature); +11 vs. AC.Hit: 3d4 + 6 damage, and the peahat and the target take a –2 penalty

to Reflex until the end of the great peahat's next turn.M Flyby Attack ✦ At-WillEffect: The peahat flies up to 6 squares and makes one or two melee

attacks at any point during that movement. The peahat doesn’t provoke opportunity attacks when moving away from the target of either attack.

Move ActionsC Leaf Tornado ✦ Recharge 5Attack: Close burst 3 (each creature in burst); +9 vs. Fortitude.Hit: The target is pushed 3 squares or knocked prone (the great pea-

hat's choice).Triggered ActionsWhirling Body (poison) ✦ EncounterTrigger: An enemy moves to a square from which it flanks the pea-

hat.Effect (Opportunity Action): The peahat makes the following attack:Attack: Close burst 1 (each enemy in burst); +9 vs. AC.Hit: 2d6 + 7 poison damage.Effect: The peahat can fly its speed as a free action. It does not pro-

voke opportunity attacks from any target hit by the attack.Skills Acrobatics +10Str 18 (+3) Dex 14 (+5) Wis 15 (+5)Con 15 (+5) Int 2 (–1) Cha 9 (+2)Alignment Unaligned Languages None

Skulltula L4 LurkerSmall shadow beastHP 36; Bloodied 18 Initiative +10AC 18; Fortitude 14, Reflex 17, Will 17Speed 5, climb 5 Perception +4PropertiesSurprisingly Loud PredatorA skulltula deals 2d4 additional damage to creatures against whom it

has combat advantage. After dealing this damage, the skulltula grants combat advantage until the beginning of its next turn.

Standard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +9 vs. AC.Hit: 2d4 + 7 damage.M Shuffling Death ✦ EncounterRequirement: The skulltula must be climbing.Effect: The skulltula charges an enemy, attacking as though it has

combat advantage. If the skulltula takes falling damage from the movement during the charge and lands adjacent to its target, it deals additional damage on its attack equal to any falling dam-age the skulltula took and is not knocked prone.

Move ActionsHide ✦ At-WillEffect: The skulltula makes a move action. If it has superior cover or

total concealment from all enemies at the end of the move, it can make a stealth check to hide as a free action.

Page 6: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Skills Athletics +9, Stealth +11Str 15 (+4) Dex 18 (+6) Wis 15 (+4)Con 8 (+1) Int 2 (–2) Cha 9 (+1)Alignment Unaligned Languages None

Manhandla L4S HybridLarge forest beastHP 160; Bloodied 80 Initiative +7AC 18; Fortitude 16, Reflex 16, Will 16Speed various Perception +7Saving Throws +5, Action Points 2PropertiesMultiheadedA manhandla gets faster and deals more damage as it loses hit

points, but also loses its heads and can deal damage to fewer en-emies.

More than 120 hit points: Four heads, 1d12 + 5, speed 480 to 120 hit points: Three heads, 1d12 + 7, speed 640 to 80 hit points: Two heads, 1d12 + 10, speed 8Less than 40 hit points: One head, 2d12 + 5, speed 10Standard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature per head); +9 vs. AC.Hit: various, see multiheaded.C Monstrous Scream (psychic) ✦ Recharge 4Attack: Close burst 5 (each creature within burst); +5 vs. Will, +1

per head.Hit: 1d12 psychic damage, and the target is slowed (save ends).M Trample ✦ Recharge 4Effect: The manhandla shifts its speed (twice its speed when blood-

ied) and can enter enemies' spaces during the move. Each time the manhandle enters an enemy's space for the first time during the move, it can use bite against that enemy. It can only enter the square of one creature per head it has remaining.

Skills Perception +7Str 18 (+6) Dex 18 (+6) Wis 11 (+2)Con 12 (+3) Int 7 (+0) Cha 13 (+3)Alignment Evil Languages NoneGarunjann L4S LurkerGargantuan forest humanoidHP 192; Bloodied 96 Initiative +7AC 18; Fortitude 17, Reflex 15, Will 16Speed 0 Perception +7Vulnerable 10 fireSaving Throws +5, Action Points 2PropertiesVine ExpertGarunjann begins the battle hanging from a series of vines. When-

ever it has three or more vines, it can hang five squares below the battlefield. Its maneuverability and confidence when hang-ing give it a +10 bonus to all defenses. A vine can be cut by dealing any damage to it, but a vine has resist 20 all (and vulner-able 10 fire).

Standard ActionsBM Wooden Fist ✦ At-WillRequirement: Garunjann must be on the battlefield.Attack: Melee 3 (one creature); +9 vs. AC.Hit: 1d10 + 6 damage, and Garunjann pushes the target 2 squares.BM Thorn Tentacle ✦ At-WillRequirement: Garunjann must be under the battlefield.Attack: Melee 10 (one creature); +9 vs. AC. This attack ignores

cover.Hit: 1d10 + 6 damage.M Nature's Fury ✦ At-Will

Effect: Garunjann uses wooden fist or thorn tentacle twice.C Roiling Mass of Vines ✦ Recharge 5Attack: Close blast 3 (each creature in blast); +7 vs. Reflex.Hit: 1d10 + 6 damage.Effect: The area of the attack becomes a zone that lasts until the end

of the encounter. Garunjann slides any creature that ends its turn in the zone 2 squares.

Minor ActionsVine ✦ At-WillEffect: Garunjann regrows one vine.Sudden Tree ✦ At-Will 1/roundEffect: One square within 10 becomes blocking terrain.Triggered ActionsJoin Battle ✦ At-WillTrigger: Garunjann has no vines remaining and is below the battle-

field.Effect (Free Action): Garunjann climbs to a random place in the bat-

tlefield.Leave Battle ✦ At-WillTrigger: Garunjann has three vines remaining and is on the battle-

field.Effect (Free Action): Garunjann climbs below the battlefield.Skills Athletics +11, Endurance +11Str 18 (+6) Dex 13 (+3) Wis 15 (+2)Con 18 (+6) Int 9 (+1) Cha 10 (+3)Alignment Evil Languages NoneBeamos L6 ArtilleryMedium light animateHP 35; Bloodied 17 Initiative +3AC 18; Fortitude 18, Reflex 16, Will 20Speed 0 Perception +12Resist 5 all; see explosionStandard ActionsBR Eye Beam (radiant) ✦ At-WillAttack: Ranged 5 (one creature); +10 vs. Reflex. A beamos gains a

+5 bonus to attack rolls against a target that moved 1 or fewer squares on its last turn.

Hit: 3d4 + 6 radiant damage.Special: This power does not provoke opportunity attacksChase Target ✦ At-WillEffect: The beamos teleports 5 squares.Triggered ActionsC Explosion ✦ EncounterTrigger: The beamos takes fire or radiant damage.Effect (immediate reaction): The beamos makes a saving throw. On

a failure, it dies and makes the following attack:Attack: Close burst 5 (one random creature in burst); +9 vs. Reflex.Hit: 5d4 + 5 fire damage.Special: This power is not optional.Skills Perception +12Str 10 (+3) Dex 10 (+3) Wis 19 (+7)Con 14 (+5) Int 5 (+0) Cha 5 (+0)Alignment Unaligned Languages None

Armos L4 SoldierMedium time animateHP 43; Bloodied 21 Initiative +5AC 20; Fortitude 18, Reflex 14, Will 16Speed 6 Perception +4Resist 5 untyped; Vulnerable 5 fire, forceTraitsArmos StatueThe armos gains a +10 bonus to Stealth checks against enemies' pas-

sive Perception.

Page 7: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Standard ActionsBM Slam (weapon) ✦ At-WillAttack: Melee 1 (one creature); +9 vs. AC.Hit: 1d8 + 7 damage, and the target is marked until the end of the ar-

mos' next turn.Triggered ActionsM Retaliation ✦ At-WillTrigger: A creature marked by the armos deals damage with an at-

tack that does not include the armos.Effect (immediate reaction): The armos shifts 5 squares and makes a

spear attack against the target.Shut Down ✦ At-WillTrigger: A creature scores a critical hit on the armos.Effect (no action): The armos is dazed until the end of its next turn.Special: This power is not optional.Skills Endurance +9, History +5, Stealth +8Str 18 (+6) Dex 12 (+3) Wis 14 (+4)Con 15 (+4) Int 6 (+0) Cha 4 (–1)Alignment Unaligned Languages NoneVacuum Mouth L5 ControllerMedium wind animateHP 51; Bloodied 25 Initiative +0AC 19; Fortitude 17, Reflex 16, Will 18Speed 0 Perception +2Standard ActionsC Spot Vacuum ✦ At-WillAttack: Close burst 10 (one creature within burst); +8 vs. Fort.Hit: The vacuum mouth pulls the target five squares. If this pulls the

target into a space adjacent to the vacuum mouth, the target takes 3d6 damage.

C Group Vacuum ✦ At-WillAttack: Close burst 10 (each creature within burst); +8 vs. Fort.Hit: The vacuum mouth pulls the target three squares. If this pulls a

target into a space adjacent to the vacuum mouth, the target takes 2d6 damage.

Skills NoneStr 10 (+2) Dex 7 (+0) Wis 11 (+2)Con 18 (+6) Int 15 (+4) Cha 15 (+4)Alignment Unaligned Languages None

Armos Knight L5 HybridLarge time animateHP 51; Bloodied 25 Initiative +3AC 19; Fortitude 18, Reflex 16, Will 17Speed 5 Perception +4TraitsWell-Oiled MachineAn armos knight can make opportunity attacks against any creature

that moves through its threatened area, even if that movement was a shift or forced. It still cannot make opportunity attacks against teleporting creatures.

Standard ActionsBM Shield Bash ✦ At-WillAttack: Melee 1 (one creature); +10 vs. AC.Hit: 2d6 + 5 damage.C Ground Pound ✦ At-Will when alone (see hopping mad)Effect: The armos knight jumps its speed to a space that is partially

occupied by an enemy. It gains a +2 bonus on opportunity at-tacks triggered by this movement but does not provoke opportu-nity attacks from a creature into whose square it moves. After the movement, it makes the following attack:

Attack: Close burst 1 (each creature in burst); +8 vs. Fort. This at-tack automatically hits a target in the same square as the armos knight.

Hit: 1d12 + 2 damage, and the target is knocked prone.M Great Shield Bash ✦ EncounterAttack: Melee 1 (one creature); +8 vs. Fort.Hit: 2d6 + 5 damage, and the armos knight pushes the target 3

squares.Triggered ActionsHopping Mad ✦ EncounterTrigger: All other armos knights die.Effect (No Action): The armos knight regains all hit points and gains

a +2 bonus to all defenses, attack rolls, and speed. It also gains a +5 bonus to damage rolls and one action point. Its attacks deal 1d12 damage instead of 2d6 damage and it and may use ground pound at will.

Skills Athletics +11, Endurance +11Str 18 (+6) Dex 13 (+3) Wis 15 (+4)Con 18 (+6) Int 8 (+1) Cha 13 (+3)Alignment Unaligned Languages None

Frog Guard L6E SoldierMedium water humanoidHP 148; Bloodied 74 Initiative +7AC 23; Fortitude 19, Reflex 18, Will 18Speed 6, swim 6 Perception +11Saving Throws +2, Action Points 1Resist 10 acid, poison; Vulnerable 10 lightningStandard ActionsBM Headbutt ✦ At-WillAttack: Melee 1 (one creature); +11 vs. AC.Hit: 1d10 + 8 damage.C Whirlwind Strike ✦ Recharge 5Attack: Close burst 1 (each creature in burst); +9 vs. Fortitude.Hit: 1d10 + 8 damage, and the target is pushed 1 square and knocked

prone.Minor ActionsFrog's Eye ✦ At-WillEffect: The frog guard marks one creature (two if it is bloodied) it

can see within 5 squares.Triggered ActionsSticky Tongue ✦ At-WillTrigger: An enemy marked by the frog guard makes an attack that

does not target the frog guard.Effect (Opportunity Action): The frog guard makes the following at-

tack:Attack: Melee 5 (the triggering creature); +9 vs. Reflex.Hit: 1d4 + 10 damage, and the target is pulled to a square adjacent to

the frog guard and is knocked prone.Skills Athletics +12, Nature +8Str 19 (+7) Dex 14 (+5) Wis 17 (+6)Con 16 (+6) Int 10 (+3) Cha 13 (+4)Alignment Unaligned Languages None

Frog Guard L6E ControllerMedium water humanoidHP 148; Bloodied 74 Initiative +5AC 21; Fortitude 19, Reflex 18, Will 18Speed 6, swim 6 Perception +11Saving Throws +2, Action Points 1Resist 10 acid, poison; Vulnerable 10 lightningStandard ActionsBM Headbutt ✦ At-WillAttack: Melee 1 (one creature); +11 vs. AC.Hit: 1d10 + 8 damage, and the target is knocked prone. If the target

is already prone, it is immobilized (save ends).

Page 8: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

M Consume ✦ Recharge 5Attack: Melee 3 (one immobilized or restrained creature); +9 vs.

Fortitude.Hit: The target is removed from play and takes ongoing 15 damage

(save ends).Minor ActionsFrog's Leg ✦ At-WillAttack: Melee 1 (one creature); +9 vs. Fortitude.Hit: The target is knocked prone.Skills Athletics +12, Nature +8Str 19 (+7) Dex 14 (+5) Wis 17 (+6)Con 16 (+6) Int 10 (+3) Cha 13 (+4)Alignment Unaligned Languages NoneEloaka L5S SoldierHuge time animateHP 252; Bloodied 126 Initiative +5AC 21; Fortitude 17, Reflex 17, Will 17Speed 6 Perception +8Saving Throws +5, Action Points 2Vulnerable 10 all when pronePropertiesUnwieldyEloaka can be knocked prone by any adjacent enemy who makes a

Strength check higher than Eloaka's Fortitude.Wide WingspanEloaka has threatening reach 2 when bloodied.Standard ActionsBM Sledgehammer Fist ✦ At-WillAttack: Melee 3 (one creature); +10 vs. AC.Hit: 1d12 + 6 damage plus 1d8 thunder damage.M Giant Hand ✦ At-WillAttack: Melee 2 (one creature); +10 vs. AC.Hit: 1d12 + 4 damage.M One-Two Slap ✦ At-WillEffect: Eloaka makes a giant hand attack against one or two ene-

mies.C Terrifying Moan (psychic) ✦ Recharge 5Requirement: Eloaka must be bloodied.Attack: Close blast 5 (each enemy in blast); +8 vs. Will.Hit: 1d12 + 6 psychic damage.Effect: If Eloaka is prone, it stands as a free action.Triggered ActionsM Screaming Shoulders (psychic, thunder) ✦ Recharge 5Trigger: An enemy flanks Eloaka.Effect (Immediate Reaction): Eloaka makes the following attack

against the triggering enemy and the enemy with whom it flanks:

Attack: Melee 1 (one creature); +8 vs. Will.Hit: 5 psychic and thunder damage, and the target is dazed until the

end of Eloaka's next turn.Skills Athletics +11, Dungeoneering +8Str 18 (+6) Dex 13 (+3) Wis 16 (+3)Con 15 (+4) Int 10 (+2) Cha 15 (+2)Alignment Evil Languages None

Taros Officer L6 ControllerMedium earth humanoidHP 51; Bloodied 25 Initiative +2AC 20; Fortitude 20, Reflex 17, Will 17Speed 5 Perception +9Standard ActionsBM Short Sword (weapon) ✦ At-WillAttack: Melee 1 (one creature); +12 vs. AC.Hit: 1d8 + 4 damage.

M Great Shield (weapon) ✦ At-WillAttack: Melee 1 (one creature); +9 vs. Fortitude.Hit: 2d6 damage, and you push the target 2 squares. This can push

the target into an ally's square.Triggered ActionsHog-Tie ✦ At-WillTrigger: An creature enters the taros officer's square.Effect (Immediate Reaction): The taros officer makes the following

attack:Attack: Melee 1 (one creature); +9 vs. Reflex.Hit: The target is prone and restrained until escape (Acrobatics DC

15).Skills Endurance +11Str 19 (+7) Dex 8 (+2) Wis 12 (+4)Con 16 (+6) Int 10 (+3) Cha 10 (+3)Alignment Lawful Good Languages HylianEquipment short sword, heavy shield, chain armor

Wosu Ruffian L6 SoldierMedium wind humanoidHP 59; Bloodied 29 Initiative +8AC 22; Fortitude 19, Reflex 18, Will 16Speed 7 Perception +1PropertiesEndless RunnerA wosu gains a +2 bonus to all defenses against opportunity attacks.

Any target damaged by a wosu's charge attack takes ongoing 5 damage.

Standard ActionsBM Bloody Sword (weapon) ✦ At-WillAttack: Melee 1 (one creature); +11 vs. AC.Hit: 2d8 damage, and the target is marked until the wosu dies or uses

this power against another target.BM Addling Strike (weapon) ✦ At-WillAttack: Melee 1 (one creature); +9 vs. Will.Hit: 1d8 damage, and the target loses one encounter power, chosen

randomly.Triggered ActionsBleeding Wound ✦ At-WillTrigger: An enemy marked by the wosu makes an attack that does

not target the wosu.Effect (Opportunity Action): The target takes ongoing 5 damage. If

the target already has ongoing damage, that damage increases by 5.

Skills Endurance +12, Streetwise +10Str 16 (+6) Dex 16 (+6) Wis 6 (+1)Con 19 (+7) Int 6 (+1) Cha 15 (+5)Alignment Evil Languages HylianEquipment short sword, heavy shield, hide armorWosu Sniper L6 BruteMedium wind humanoidHP 61; Bloodied 30 Initiative +6AC 18; Fortitude 15, Reflex 17, Will 16Speed 6 Perception +8Standard ActionsBM Crossbow Butt (weapon) ✦ At-WillAttack: Melee 1 (one creature); +10 vs. AC.Hit: 2d8 + 4 damage.BR Rapid Fire (weapon) ✦ At-WillAttack: Ranged 10 (one or two creatures); +11 vs. AC. This attack

ignores cover and concealment.Hit: 1d8 + 4 damage.Triggered ActionsRiding the Streak ✦ Encounter

Page 9: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Trigger: The wosu sniper bloodies a target or reduces a target to 0 hit points.

Effect (Free Action): The wosu sniper makes a basic attack.Skills EndSkills Streetwise +11, Thievery +11Str 14 (+5) Dex 16 (+6) Wis 10 (+3)Con 12 (+4) Int 19 (+7) Cha 6 (+1)Alignment Chaotic Evil Languages HylianEquipment crossbow, 15 bolts, leather armor

Goriya Trickshot L6 ArtilleryMedium water humanoidHP 37; Bloodied 18 Initiative +7AC 18; Fortitude 17, Reflex 20, Will 17Speed 6 Perception +11Standard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +10 vs. AC.Hit: 1d10 + 4 damage.BR Bounding Boomerang (weapon) ✦ At-WillAttack: Ranged 5 (one creature); +12 vs. AC.Hit: 1d4 + 8 damage, and the goriya repeats the attack against a new

target, using the original target's square as the original of the new attack. No creature may be hit more than once by a single use of this power.

BR Stunning Boomerang (weapon) ✦ At-WillAttack: Ranged 5 (one creature); +9 vs. Will.Hit: 2d4 + 9 damage, and the target is dazed until the end of the

goriya's next turn.Skills Acrobatics +12, Nature +11, Perception +11Str 12 (+4) Dex 19 (+7) Wis 16 (+6)Con 16 (+6) Int 11 (+3) Cha 8 (+2)Alignment Evil Languages HylianEquipment boomerang, hide armor

Taros Cadet L6 MinionMedium earth humanoidHP 1 Initiative +2AC 20; Fortitude 19, Reflex 17, Will 18Speed 6 Perception +9Standard ActionsBM Short Sword (weapon) ✦ At-WillAttack: Melee 1 (one creature); +11 vs. AC.Hit: 5 damage.Skills Endurance +11Str 19 (+7) Dex 8 (+2) Wis 12 (+4)Con 16 (+6) Int 10 (+3) Cha 10 (+3)Alignment Lawful Good Languages HylianEquipment short swordHelmethead L7S ControllerLarge spirit animateHP 104; Bloodied 58 (see armored helmet) Initiative +5AC 21; Fortitude 20, Reflex 17, Will 20Speed 5 Perception +2TraitsArmored HelmetHelmethead starts combat with 104 temporary hit points.Standard ActionsBM Sword Slash (weapon) ✦ At-WillAttack: Melee 1 (one creature); +11 vs. AC.Hit: 2d8 + 3 damage, and the target is slowed until the end of its

next turn. Helmethead gains 5 temporary hit points.BM Shield Bash (weapon) ✦ At-WillAttack: Melee 1 (one creature); +9 vs. Fort.

Hit: 2d8 + 3 damage, and the target is dazed until the end of Helmet-head's next turn. Helmethead gains 5 temporary hit points.

M Sword and Shield (weapon) ✦ At-WillEffect: Helmethead uses sword slash and shield bash.Minor ActionsM Punt (weapon) ✦ At-Will 1/roundAttack: Melee 1 (one creature); +11 vs. AC.Hit: The target is pushed 3 squares. If the target is pushed into a

wall, it takes 5 additional damage and is knocked prone.Triggered ActionsFirst Helmet ✦ EncounterTrigger: Helmethead is reduced to 0 temporary hit points for the first

time in an encounter.Effect (no action): A helmet appears in an adjacent square. It acts on

its own initiative. Helmethead gains 104 temporary hit points.Second Helmet ✦ EncounterTrigger: Helmethead is reduced to 0 temporary hit points for the first

time in an encounter.Effect (no action): A helmet appears in an adjacent square. It acts on

its own initiative.Skills Endurance +10, Intimidate +10Str 19 (+7) Dex 8 (+2) Wis 8 (+2)Con 14 (+5) Int 15 (+5) Cha 15 (+5)Alignment Evil Languages Hylian

Helmet L7 ArtillerySmall fire/water animateHP 17; Bloodied 8 Initiative +7AC 19; Fortitude 17, Reflex 17, Will immuneResist 20 all; Vulnerable 20 various (see helmets)Speed 2, fly 6 Perception +2PropertiesHelmetsThe first helmet summoned by Helmethead deals fire damage and

has vulnerable 20 cold. The second helmet deals cold damage and has vulnerable 20 fire.

Standard ActionsBR Energy Ball (fire or cold) ✦ At-WillAttack: Ranged 6 (one creature); +10 vs. Reflex.Hit: 2d10 damage.A Energy Spout (fire or cold) ✦ Recharge 6Attack: Area burst 1 within 6 (each creature in burst); +10 vs. Re-

flex.Hit: 2d10 damage.Skills NoneStr 6 (+1) Dex 19 (+7) Wis 8 (+2)Con 10 (+3) Int 3 (–1) Cha 3 (–1)Alignment Unaligned Languages NoneAchelord L7S SkirmisherMedium shadow humanoidHP 304; Bloodied 152 Initiative +9AC 21; Fortitude 19, Reflex 19, Will 19Speed 6, fly 6 Perception +11Resist 5 cold; Vulnerable 5 fireTraitsCreature of the NightThe entire battlefield around Achelord is lightly obscured, except for

areas within three squares of the lantern. Achelord can see through lightly and heavily obscured squares.

Standard ActionsBM Shadow Claw (necrotic) ✦ At-WillAttack: Melee 1 (one creature); +11 vs. AC.

Page 10: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Hit: 3d4 + 7 necrotic damage, and the target take a –2 penalty to at-tack rolls or a –5 penalty to damage rolls (Achelord's choice) un-til the end of Achelord's next turn.

BR Shadow Bolt (necrotic) ✦ At-WillAttack: Ranged 10 (one creature); +9 vs. Will.Hit: 4d4 + 5 necrotic damage, and the target cannot see more than 2

squares away from him or her until the end of Achelord's next turn.

MR Shadow Wing ✦ At-WillEffect: Achelord flies up to its speed and makes two basic attacks

(three if Achelord is bloodied) against different creatures at any point during that movement. Achelord doesn’t provoke opportu-nity attacks when moving away from the target of one of its at-tacks.

Move ActionsShadow Cloak ✦ Recharge 4Effect: Achelord becomes invisible until it attacks or until the end of

its next turn, whichever comes first.Minor ActionsShadow Cloud ✦ Recharge 4Effect: Achelord chooses a square within 5. That square and all adja-

cent squares become heavily obscured until the end of Ache-lord's next turn. Any creature who ends his or her turn in the cloud takes 5 cold damage.

Sustain Minor: All existing shadow clouds persist. Achelord can use this power as part of the same action if it is recharged.

C Shadow Whirlwind ✦ Recharge when first bloodiedAttack: Close burst 10 (each creature within burst); +9 vs. Will.Hit: The targets teleport to heavily obscured squares of Achelord's

choice within range.Triggered ActionsShadow Jump ✦ Recharge 4Trigger: A creature hits Achelord with a melee attack.Effect (Immediate Reaction): Achelord shifts its speed.Skills Athletics +11, Fly +12, Stealth +12Str 16 (+6) Dex 19 (+7) Wis 16 (+6)Con 14 (+5) Int 13 (+4) Cha 10 (+3)Alignment Evil Languages HylianRedead L5 LurkerMedium earth humanoid (blind)HP 37; Bloodied 18 Initiative +6AC 19; Fortitude 18, Reflex 15, Will 18Speed 4 Tremorsense 10, blindStandard ActionsBM Grab ✦ At-WillAttack: Melee 1 (one creature); +8 vs. Reflex.Hit: The redead grabs the target.M Feast ✦ At-WillAttack: Melee 1 (one creature grabbed by the redead); +10 vs. AC.Hit: 2d6 + 10 damage.C Scream ✦ EncounterAttack: Close burst 5 (all enemies in burst); +8 vs. Will.Hit: The target is stunned (save ends).Skills Stealth +10Str 18 (+6) Dex 8 (+2) Wis 10 (+2)Con 18 (+6) Int 15 (+4) Cha 15 (+2)Alignment Evil Languages None

Poe L5 ControllerMedium shadow humanoidHP 20; Bloodied 10 Initiative +3AC 19; Fortitude 15, Reflex 18, Will 18Speed 6, fly 6 Perception +3Resist 10 necrotic, insubstantial; Vulnerable 10 radiant

Standard ActionsBM Lantern (fire, weapon) ✦ At-WillAttack: Melee 1 (one creature); +8 vs. AC and Reflex.Hit (AC): 2d4 + 4 damage.Hit (Reflex): Ongoing 5 fire damage (save ends).M Soul Touch (necrotic) ✦ At-WillAttack: Melee 1 (one creature); +8 vs. Will.Hit: Ongoing 5 necrotic damage, and the target is slowed (save ends

both).Disappear ✦ At-WillEffect: The poe becomes invisible until it attacks.Skills Arcana +9, History +9, Stealth +8Str 5 (–1) Dex 13 (+3) Wis 12 (+3)Con 10 (+2) Int 15 (+4) Cha 18 (+6)Alignment Evil Languages None

Leever L3 LurkerSmall earth beastHP 35; Bloodied 17 Initiative +6AC 17; Fortitude 15, Reflex 15, Will 15Speed 6, burrow 6 Perception +1, tremorsense 2PropertiesOpportunistA leever gains a +2 bonus to attack rolls and a +4 bonus to damage

rolls against prone creatures.Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +8 vs. AC.Hit: 1d8 + 5 damage. If the target grants combat advantage to the

leever, it is knocked prone.C Great Burrow ✦ EncounterAttack: Close burst 1 (each creature in burst); +6 vs. Fortitude.Hit: 1d8 + 5 damage, and the target is knocked prone.Move ActionsHide ✦ At-WillEffect: The leever burrows its speed and makes a Stealth check to

hide.Skills Athletics +8, Stealth +9Str 14 (+3) Dex 16 (+4) Wis 10 (+1)Con 12 (+2) Int 2 (–3) Cha 14 (+3)Alignment Unaligned Languages None

Icy Big Poe L11E ControllerMedium shadow humanoidHP 106; Bloodied 53 Initiative +6AC 25; Fortitude 21, Reflex 24, Will 24Speed 6, fly 6 Perception +3Resist 10 cold, necrotic, insubstantial; Vulnerable 5 fire, 10 radiantStandard ActionsBM Lantern (cold, weapon) ✦ At-WillAttack: Melee 1 (one creature); +15 vs. AC and Reflex.Hit (AC): 4d4 + 4 damage.Hit (Reflex): Ongoing 10 cold damage (save ends).C Soul Blast (cold, necrotic) ✦ Recharge 5Attack: Close blast 3 (each creature in blast); +14 vs. Reflex.Hit: 3d4 + 6 cold and necrotic damage, and the target is dazed until

the end of the target's next turn.C Soul Typhoon (cold, weapon) ✦ EncounterAttack: Close burst 5 (each enemy in burst); +14 vs. AC and Reflex.Hit (AC): 4d4 + 4 damage.Hit (Reflex): Ongoing 10 cold damage (save ends).Disappear ✦ At-WillEffect: The poe becomes invisible until it attacks.Skills Arcana +13, History +13, Stealth +12

Page 11: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Str 5 (+2) Dex 13 (+6) Wis 12 (+6)Con 10 (+5) Int 15 (+7) Cha 18 (+9)Alignment Evil Languages None

Wallmaster L9 LurkerMedium shadow animateHP 45; Bloodied 22 Initiative +7AC 23; Fortitude 23, Reflex 21, Will 19Speed 6, climb 6 Perception +12PropertiesCeiling WalkerA floormaster deals 1d8 extra damage to creatures granting it combat

advantage.Standard ActionsBM Grasp ✦ At-WillAttack: Melee 1 (one creature); +14 vs. AC.Hit: 1d12 + 6 damage, and the wallmaster makes a secondary attack.Attack: Melee 1 (the same creature); +12 vs. Reflex.Hit: The wallmaster grabs the target.M Carry Off ✦ At-WillAttack: Melee 1 (one creature grabbed by the redead); +12 vs. Forti-

tude.Hit: The wallmaster carries the target to the ceiling. The target loses

a healing surge and appears at a random location in the dungeon one round later.

Skills Athletics +14Str 20 (+9) Dex 17 (+7) Wis 17 (+7)Con 15 (+6) Int 10 (+4) Cha 12 (+5)Alignment Evil Languages None

Page 12: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Hinox L8E BruteLarge earth humanoidHP 162; Bloodied 81 Initiative +4AC 20; Fortitude 22, Reflex 19, Will 19Speed 5 Perception +5Resist 10 fire, forceStandard ActionsBMR Grab and Hurl ✦ At-WillAttack: Melee 2 (one creature); +11 vs. Reflex.Hit: 1d10 + 4 damage, and the hinox throws the target at another en-

emy, making the following attack:Attack: Ranged 6 (one creature other than the primary target); +13

vs. AC.Hit: 1d10 + 4 damage to both targets, and both targets are knocked

prone in the secondary target's square.Miss: The primary target is knocked prone in the secondary target's

square.A Hinox Bomb (fire, force) ✦ At-WillAttack: Area burst 1 within 5 (each creature within burst); +11 vs.

Fortitude.Hit: 1d10 + 9 fire and force damage.Miss: Half damage.Move ActionsCharge ✦ Recharge 5Effect: The hinox moves its speed. It gains resist 10 against opportu-

nity attacks it trigger during this movement. Any squares it leaves during this movement become difficult terrain until the end of the encounter.

Skills Athletics +14, Endurance +13Str 20 (+9) Dex 10 (+4) Wis 13 (+5)Con 18 (+8) Int 7 (+2) Cha 7 (+2)Alignment Chaotic Evil Languages Low Hylian

Spiny Beetle L8 LurkerSmall earth beastHP 44; Bloodied 22 Initiative +13AC 22; Fortitude 19, Reflex 19, Will 19Speed 8, burrow 7, climb 7 Perception +12PropertiesSquishyA spiny beetle can squeeze through small openings as if it were a

Tiny creature.OpportunistWhen a spiny beetle damages a target granting it combat advantage,

it takes a small object from the target as if it had made a suc-cessful Thievery check to pick pocket

Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +8 vs. AC.Hit: 2d6 + 6 damage.Hide ✦ At-WillEffect: The spiny beetle makes a Stealth check to hide under an adja-

cent object. It gains a bonus to this check equal to the hardness of the object under which it hides.

Skills Nature +12, Stealth +14, Thievery +14Str 14 (+6) Dex 20 (+9) Wis 17 (+7)Con 17 (+7) Int 3 (+0) Cha 10 (+4)Alignment Unaligned Languages NoneTektite L7 SkirmisherSmall earth beastHP 57; Bloodied 28 Initiative +8AC 21; Fortitude 19, Reflex 19, Will 19Speed 6 Perception +3Standard Actions

BM Pincer ✦ At-WillAttack: Melee 1 (one creature); +12 vs. AC.Hit: 2d8 + 4 damage.Move ActionsLeap ✦ At-WillEffect: The tektite makes an Acrobatics check to jump. If the tektite

lands adjacent to an enemy and its Acrobatics check is higher than the enemy's AC, the tektite gains a +4 bonus to attack and damage rolls against that enemy until the end of its turn.

Minor ActionsM Knock Off-Guard ✦ At-Will 1/roundAttack: Melee 1 (one creature); +10 vs. Fortitude.Hit: The tektite knocks the target prone and shifts into its square.Miss: The tektite falls prone.Skills Athletics +10, Acrobatics +11Str 16 (+6) Dex 18 (+7) Wis 12 (+3)Con 14 (+5) Int 3 (–1) Cha 16 (+6)Alignment Unaligned Languages None

Tektite L11 SkirmisherSmall earth beastHP 77; Bloodied 38 Initiative +10AC 25; Fortitude 23, Reflex 23, Will 23Speed 6 Perception +5Standard ActionsBM Pincer ✦ At-WillAttack: Melee 1 (one creature); +16 vs. AC.Hit: 3d8 + 4 damage, and the target is pushed 1 square.Move ActionsLeap ✦ At-WillEffect: The tektite makes an Acrobatics check to jump. If the tektite

lands adjacent to an enemy and its Acrobatics check is higher than the enemy's AC, the tektite gains a +4 bonus to attack and damage rolls against that enemy until the end of its turn.

Minor ActionsM Knock Off-Guard ✦ At-Will 1/roundAttack: Melee 1 (one creature); +14 vs. Fortitude.Hit: The tektite knocks the target prone and shifts into its square.Miss: The tektite falls prone.Skills Athletics +15, Acrobatics +16Str 18 (+10) Dex 20 (+11) Wis 12 (+5)Con 14 (+7) Int 3 (+1) Cha 16 (+8)Alignment Unaligned Languages None

Page 13: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Toxin Zora L8 ArtilleryMedium water humanoid (aquatic)HP 38; Bloodied 19 Initiative +9AC 20; Fortitude 18, Reflex 21, Will 21Speed 6, swim 6 Perception +12Immune poison; Vulnerable 5 fire, coldStandard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +13 vs. AC.Hit: 2d4 + 6 damage.BR Fire Spit (fire) ✦ At-WillAttack: Ranged 10 (one creature); +11 vs. Reflex.Hit: 2d8 + 6 fire damage.A Fire Rain (fire) ✦ At-WillAttack: Area burst 1 within 10 (each creature within burst); +11 vs.

Reflex.Hit: 1d8 + 7 fire damage.Skills Athletics +12, Nature +12Str 17 (+7) Dex 20 (+9) Wis 17 (+7)Con 11 (+5) Int 12 (+5) Cha 8 (+3)Alignment Evil Languages Zora

Bari L8 BruteMedium water humanoid (aquatic)HP 83; Bloodied 41 Initiative +4AC 20; Fortitude 19, Reflex 19, Will 22Speed 1, fly 4 Perception +5Resist 10 lightningStandard ActionsBM Shocking Grasp ✦ At-WillAttack: Melee 1 (one creature); +13 vs. Reflex.Hit: 2d8 + 11 lightning damage, and the bari cannot use conductor

until the beginning of its next turn.C Shocking Pulse ✦ At-WillAttack: Close burst 1 (each creature in burst); +13 vs. Reflex.Hit: 2d8 + 5 lightning damage, and the bari cannot use conductor

until the beginning of its next turn.Triggered ActionsConductor ✦ At-WillTrigger: An enemy damages the bari with a melee weapon attack.Effect (free action): The bari deals 3d8 lightning damage to the tar-

get.Skills Nature +10, Religion +13Str 10 (+4) Dex 11 (+4) Wis 12 (+5)Con 20 (+9) Int 17 (+8) Cha 17 (+8)Alignment Unaligned Languages None

Fire/Ice Keese L7U SkirmisherMedium fire/water humanoidHP 2 Initiative +10AC 21; Fortitude 18, Reflex 21, Will 18Speed 2, fly 6 Perception +11Immune fire or cold; Vulnerable 1 fire or coldStandard ActionsBM Bite (weapon) ✦ At-WillAttack: Melee 1 (one creature); +12 vs. AC.Hit: 6 damage, plue 1d6 fire or cold if the keese is at full hit points.M Recharge ✦ At-WillEffect: The keese regains 1 hit point.Skills Acrobatics +12, Stealth +13Str 4 (+0) Dex 20 (+8) Wis 17 (+6)Con 17 (+6) Int 2 (–1) Cha 10 (+3)Alignment Neutral Languages NoneShabom L8 Soldier

Medium water animateHP 62; Bloodied 31 Initiative +4AC 20; Fortitude 19, Reflex 19, Will 22Speed 1, fly 4 Perception +5Resist 10 lightningStandard ActionsBM Bash ✦ At-WillAttack: Melee 1 (one creature); +11 vs. Fortitude.Hit: 2d6 + 9 damage, and the shabom grabs the target.Triggered ActionsBurst ✦ At-WillTrigger: The shabom is reduced to 0 hit points.Effect (no action): The shabom makes the following attack:Attack: Close burst 1 (each creature in burst); +13 vs. Fortitude.Hit: 2d6 + 9 damage, and the target is knocked prone.Skills Nature +10, Religion +13Str 20 (+9) Dex 14 (+6) Wis 7 (+2)Con 17 (+7) Int 3 (+0) Cha 8 (+3)Alignment Unaligned Languages None

Big Octo L8S SkirmisherLarge water beastHP 352; Bloodied 176 Initiative +6AC 22; Fortitude 22, Reflex 19, Will 19Speed 8 Perception +5Resist see hard head; Vulnerable 10 lightningTraitsConstant MotionA big octo gains a +4 bonus to all defenses against opportunity at-

tacks.Hard HeadA big octo has resist 5 (resist 10 when it is bloodied) to all attacks

unless it is flanked or grants combat advantage to you.Standard ActionsBM Headbutt ✦ At-WillAttack: Melee 1 (one creature); +13 vs. AC.Hit: 2d6 + 9 damage, and the target is slowed (dazed when the big

octo is bloodied) until the end of the big octo's next turn.M Charge ✦ At-WillSpecial: A big octo can only use this attack at the end of charge.Attack: Melee 1 (one creature); +11 vs. Fortitude.Hit: 2d6 + 9 damage, and the big octo pushes the target over the

edge of the arena. It must follow the target to the edge.Minor ActionsR Spit Poison (poison) ✦ At-Will 1/round when bloodiedAttack: Ranged 5 (one creature); +11 vs. Reflex.Hit: The target take ongoing 5 poison damage and a –2 penalty to at-

tack rolls and all defenses (save ends all).Triggered ActionsRebound ✦ Recharge 5Trigger: A big octo bloodies a target or reduces it to 0 hit points with

charge.Effect (free action): The big octo can use charge again against a dif-

ferent target.Skills Athletics +14, Endurance +12Str 20 (+9) Dex 11 (+4) Wis 13 (+5)Con 16 (+7) Int 7 (+2) Cha 9 (+3)Alignment Evil Languages Low HylianAquamentus L8S SoldierLarge fire/earth magical beastHP 352; Bloodied 176 Initiative +6AC 24; Fortitude 20, Reflex 18, Will 22Speed 5 Perception +5Vulnerable 10 critical hits

Page 14: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

TraitsBullyAn aquamentus gains a +1 bonus to attack rolls and a +2 bonus to

damage rolls against prone creatures. These bonuses double when the aquamentus is bloodied.

Standard ActionsBM Gore ✦ At-WillAttack: Melee 1 (one creature); +13 vs. AC.Hit: 2d8 + 6 damage, and the target is pushed 1d6 squares.BR Fire Breath (fire) ✦ At-WillAttack: Ranged 10 (three creatures); +11 vs. Reflex.Hit: 2d4 + 6 fire damage.MR Dragon's Rage ✦ At-WillEffect: The aquamentus uses gore and fire breath. If it hits the target

of the gore it must target the same creature with fire breath.C Wall Crash ✦ Recharge 5Effect: The aquamentus moves to the nearest wall and crashes into it,

making a Strength check. One random square within 10 for each five points of the Strength check becomes difficult terrain until the end of the encounter. In addition, the aquamentus makes the following attack:

Attack: Close burst 10 (three random creatures within range); +13 vs. Reflex.

Hit: 1d10 + 10 damage. The target is knocked prone and its square becomes difficult terrain.

Miss: The target is pushed 1 square in a random direction and its square becomes difficult terrain. If the target ignores the push, it is automatically hit by the attack.

Minor ActionsC Stomp ✦ At-Will 1/round when bloodiedAttack: Close burst 1 (each creature within burst); +11 vs. Fortitude.Hit: The target is knocked prone.Skills Athletics +14, Endurance +12Str 20 (+9) Dex 11 (+4) Wis 13 (+5)Con 16 (+7) Int 4 (+0) Cha 9 (+3)Alignment Evil Languages Low HylianGilliex L8S HybridLarge fire/water beastHP 344; Bloodied 172 Initiative +9AC 22; Fortitude 20, Reflex 20, Will 20Speed 5 Perception +5Immune poison and necrotic; Resist / Vulnerable see liquid mode,

solid modeTraitsLiquid ModeWhile in liquid mode, Gilliex's speed and Reflex increase by 2 and it

gains threatening reach 2. Its attacks deal an extra 1d6 fire dam-age. It gains resist 10 fire and vulnerable 10 cold, and any cold damage changes it to solid mode.

Solid ModeWhile in solid mode, Gilliex's AC and Fortitude increase by 2 and it

pushes a target 2 squares when it hits with a melee or close at-tack. Its attacks deal an extra 1d6 cold damage. It gains resist 10 cold and vulnerable 10 fire, and any fire damage changes it to liquid mode.

Elemental Sickness (cold, fire)At the beginning of every turn in which Gilliex is bloodied, it re-

leases three iron balls in random spaces within 5 squares. At the end of each turn, each ball makes the following attack:

Attack: Close burst 1 (each creature within burst); +11 vs. Reflex.Hit: Ongoing 5 cold or fire damage (determined randomly)Effect: The ball is destroyed.Standard ActionsBM Metal Whip ✦ At-Will

Attack: Melee 2 (one creature); +13 vs. AC.Hit: 2d6 + 9 damage.M Dual-Wielding ✦ At-Will when bloodiedEffect: Gilliex uses metal whip twice.C Vent Gases (cold, fire, poison) ✦ Recharge 5Attack: Close blast 3 (each creature in blast); +11 vs. Fortitude.Hit: 2d6 + 9 poison damage.Minor ActionsC Ferrify ✦ At-Will 1/roundAttack: Close burst 10 (one creature within burst); +11 vs. Will.Hit: The target is slowed (save ends).First Failed Saving Throw: The target is restrained (save ends).Second Failed Saving Throw: The target is petrified until the end of

the encounter or until it takes 20 or more fire or cold damage.Triggered ActionsMercury Wings ✦ Recharge 5Trigger: An enemy damages Gilliex while it is in liquid mode.Effect (immediate reaction): Gilliex makes the following attack:Attack: Melee 2 (the triggering creature); +11 vs. Fortitude.Hit: 2d6 + 9 fire damage, and Gilliex transfers one effect from itself

to the target.Iron Wings ✦ Recharge 5Trigger: An enemy damages Gilliex while it is in solid mode.Effect (immediate reaction): Gilliex makes the following attack:Attack: Melee 2 (the triggering creature); +11 vs. Fortitude.Hit: 2d6 + 9 cold damage, and the target is dazed (save ends).Skills Athletics +14, Endurance +12Str 20 (+9) Dex 20 (+9) Wis 15 (+6)Con 14 (+6) Int 13 (+5) Cha 17 (+7)Alignment Evil Languages HylianAngler Fish L10S SkirmisherHuge water beast (aquatic)HP 408; Bloodied 204 Initiative +11AC 24; Fortitude 23, Reflex 23, Will 20Speed 1 (clumsy), swim 8 Perception +13Vulnerable 5 lightningSaving Throws +5, Action Points 2TraitsAquaticThe angler fish can breathe underwater. In aquatic combat. it gains a

+2 bonus to attack rolls against nonaquatic creatures.WakeWhen an angler fish moves, any square the angler fish leaves be-

comes a current until the end of its next turn. This current slides creatures in it 3 squares along the current toward the angler fish. A creature may spend movement on their turn to reduce the ef-fect of the slide as normal.

Standard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +15 vs. AC.Hit: 2d10 + 6 damage.C Lure ✦ At-WillAttack: Close burst 5 (close burst 10 when bloodied) (each enemy in

burst); +13 vs. Will.Hit: The target must move the maximum possible distance toward

the angler fish on its next turn.M Feeding Frenzy ✦ Recharge 4Effect: The angler fish makes a bite attack against each adjacent tar-

get.Move ActionsEscape ✦ Recharge 5Effect: The angler fish shifts 8 squares.Triggered ActionsM Razor Scales ✦ At-Will

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Trigger: An enemy enters a square adjacent to the angler fish.Effect (free action): The angler fish makes the following attack:Attack: Melee 1 (the triggering creature); +13 vs. Reflex.Hit: 3d4 + 5 damage, and ongoing 5 damage. If the target is already

taking untyped ongoing damage, that damage increases by 5.Skills Athletics +15Str 21 (+10) Dex 18 (+9) Wis 16 (+8)Con 14 (+7) Int 7 (+3) Cha 8 (+4)Alignment Unaligned Languages None

Angler Fry L10M SkirmisherMedium water beast (aquatic)HP 1 Initiative +12AC 24; Fortitude 21, Reflex 24, Will 21Speed 1 (clumsy), swim 6 Perception +8TraitsAquaticThe angler fry can breathe underwater. In aquatic combat. it gains a

+2 bonus to attack rolls against nonaquatic creatures.Standard ActionsBM Bite (weapon) ✦ At-WillAttack: Melee 1 (one creature); +15 vs. AC.Hit: 8 damage, and the angler fry shifts three squares.Skills Athletics +13Str 16 (+8) Dex 21 (+10) Wis 16 (+8)Con 13 (+6) Int 7 (+3) Cha 8 (+4)Alignment Unaligned Languages NoneGyorg L9 SkirmisherMedium water beast (aquatic)HP 65; Bloodied 32 Initiative +8AC 23; Fortitude 23, Reflex 20, Will 20Speed 1 (clumsy), swim 8 Perception +12Standard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +14 vs. AC.Hit: 2d8 + 7 damage.M Leaping Snap ✦ At-WillEffect: The gyorg moves up to its speed and makes one melee attack

at any point during that movement. It can leap out of the water during this attack as long as it ends its move in water. If the at-tack hits, the gyorg also grabs the target. The target moves with the gyorg. The gyorg does not need to use an action to sustain this grab, but it can only grab one creature at a time. When the grab ends, the target takes ongoing 5 damage.

M Worry ✦ At-WillEffect: One creature grabbed by the gyorg takes 3d8 damage.Skills Athletics +14Str 20 (+9) Dex 14 (+6) Wis 17 (+7)Con 15 (+6) Int 2 (+0) Cha 15 (+6)Alignment Unaligned Languages None

Staldra L12S BruteLarge earth/shadow beast (undead)HP 496; Bloodied 248 Initiative +9AC 25; Fortitude 26, Reflex 23, Will 22Speed 5 Perception +10Resist 10 necrotic; Vulnerable 5 radiantSaving Throws +5, Action Points 2TraitsAll Around VisionEnemies can't gain combat advantage by flanking the staldra. Many HeadedWhile stunned or dominated, the staldra can take free actions.Threatening Reach

The staldra can make opportunity attacks against enemies within 2 squares of it.

Regenerating NecksA staldra begins a fight with three heads. When an enemy damages

the staldra with a critical hit, the staldra loses a head. It can grow back a head as a move action on its turn.

Standard ActionsBM Bite ✦ At WillAttack: Melee 2 (one creature): +15 vs. ACHit: 3d12 + 5 damage.C Screech (thunder) ✦ Recharge 5Attack: Close blast 3 (each creature in blast): +13 vs. ReflexHit: 2d8 + 5 thunder damage, and ongoing 10 thunder damage (save

ends). The staldra pushes the target up to 3 squares.Staldra Fury ✦ At-WillEffect: The staldra attacks makes one attack per head, using either

bite or screech for each attack.Triggered ActionsM Snapping Jaws ✦ At-WillTrigger: An enemy ends its turn within 2 squares of the staldra.Attack (Free Action): The staldra uses bite twice against the trigger-

ing enemy.Skills Athletics +15Str 22 (+12) Dex 17 (+9) Wis 18 (+10)Con 20 (+11) Int 2 (+2) Cha 8 (+5)Alignment Unaligned Languages NoneMagtail L9 ControllerMedium fire beastHP 63; Bloodied 31 Initiative +7AC 23; Fortitude 22, Reflex 20, Will 21Speed 6 Perception +7Resist 10 fire; Vulnerable 5 coldStandard ActionsBM Mandibles ✦ At-WillAttack: Melee 1 (one creature); +14 vs. AC.Hit: 3d6 + 6 damage, and the magtail grabs the target.Move ActionsScurry ✦ At-WillAttack: Melee 1 (one creature grabbed by the magtail); +12 vs. Forti-

tude.Hit: The magtail moves its speed, dragging a grabbed creature. It

does not provoke attacks of opportunities from a creature it has grabbed. At the end of the move it slides the grabbed creature to any square adjacent to its space.

Triggered ActionsTuck and Roll ✦ At-WillTrigger: The magtail takes cold or force damage.Effect (immediate interrupt): The magtail shifts its speed. Until the

end of its next turn it loses its vulnerabilities and gains resist 10 all but can take no actions.

Skills Acrobatics +12, Stealth +12Str 20 (+9) Dex 17 (+7) Wis 17 (+7)Con 13 (+5) Int 6 (+2) Cha 8 (+3)Alignment Unaligned Languages None

Dodongo L9 BruteMedium fire/earth beastHP 90; Bloodied 45 Initiative +6AC 21; Fortitude 22, Reflex 20, Will 21Speed 5 Perception +12Resist 10 fire, thunder; Vulnerable 5 forceStandard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +14 vs. AC.

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Hit: 2d10 + 9 damage.C Fire Breath (fire) ✦ At-WillAttack: Close blast 3 (each creature in blast); +12 vs. Reflex.Hit: 1d10 + 10 damage.M Trample ✦ EncounterEffect: The dodongo shifts twice its speed and can enter enemies'

squares during the move. Each time the dodongo enters an en-emy's space for the first time during the move, it can use the fol-lowing attack against that enemy:

Attack: Melee 0 (one creature); +12 vs. Fortitude.Hit: 2d10 + 9 damage, and the target is knocked prone.Miss: The dodongo pushes the target one square.Minor ActionsC Stomp (thunder) ✦ At-Will 1/roundEffect: Each creature adjacent to the dodongo takes 5 thunder dam-

age.Skills Endurance +14Str 17 (+7) Dex 15 (+6) Wis 17 (+7)Con 20 (+9) Int 2 (+0) Cha 13 (+5)Alignment Unaligned Languages NoneMagmanos L9E LurkerLarge fire beastHP 154; Bloodied 77 Initiative +13AC 23; Fortitude 19, Reflex 22, Will 22Speed 6 Perception +12Immune fire, viscous form; Vulnerable 5 coldSaving Throws +2, Action Points 1= TraitsViscous FormA magmanos takes half damage from all sources. If it comes in con-

tact with water, it loses this resistance until the end of its next turn.

Standard ActionsBM Slap (fire) ✦ At-WillAttack: Melee 1 (one creature); +13 vs. AC.Hit: 2d8 damage and 7 fire damage.M Punch Ceiling (fire) ✦ Recharge 5Attack: Melee 1 (one creature); +11 vs. Reflex.Hit: 2d8 damage and 7 fire damage.Effect: The magnamos pushes the target 1 square. The target's origi-

nal square becomes a lavafall until the end of the encounter. Any creature who begins its turn in the square of the lavafall takes 3d10 fire damage, and any creature who starts its turn ad-jacent to the lavafall takes 1d10 fire damage.

Skills Athletics +14, Endurance +12, Streetwise +7Str 14 (+6) Dex 20 (+9) Wis 17 (+7)Con 17 (+7) Int 5 (+1) Cha 6 (+2)Alignment Evil Languages understand Low Hylian

Rild'orm'igh Core L11E HybridColossal water beastHP 234; Bloodied 117 Initiative +9AC 25; Fortitude 25, Reflex 21, Will 25Speed 0 Perception +5Immune lightning; Resist see part of a wholeSaving Throws +2, Action Points 1TraitsO Bioelectric Pulse (lightning) ✦ Aura 2 (5 when bloodied)Each enemy who begins its turn within the aura takes 2d6 lightning

damage as long as Rild'orm'igh is seated.StaticRild'orm'igh Core cannot move, but it can be forced to move by

other creatures. As long as it is in the center of Rild'orm'igh it is

considered to be seated. Various powers have different effects as long as Rild'orm'igh is seated.

Part of a WholeRild'orm'igh Core has resist 15 all as long as one or more

Rild'orm'igh tentacles are alive.Standard ActionsC Electric Arc (lightning) ✦ At-WillAttack: Close burst 5 (one creature in burst); +14 vs. Reflex.Hit: 2d6 + 7 lightning damage, and Rild'orm'igh Core repeats the at-

tack against another target within 5 squares of the primary tar-get. This attack cannot target the same creature more than once.

C Burst Flare (lightning) ✦ At-WillAttack: Close burst 5 (one creature in burst); +14 vs. Reflex.Hit: 3d6 + 8 lightning damage, and each creature adjacent to the tar-

get takes 2d6 lightning damage.C Disrupt Nervous System (lightning) ✦ At-WillAttack: Close burst 5 (one creature in burst); +14 vs. Will.Hit: 3d6 + 8 lightning damage, and the target is dazed until the end

of their next turn.Total Control ✦ At-WillSpecial: Rild'orm'igh Core must be seated to use this power.Effect: Rild'orm'igh Core makes two standard action attacks. It can-

not use the same attack more than once.Move ActionsReturn to Safety ✦ At-WillEffect: Rild'orm'igh Core teleports to its starting location in the cen-

ter of Rild'orm'igh. If another creature is in that space Rild'orm'igh Core pushes it out of the space. Its turn immedi-ately ends.

Minor ActionsTase ✦ At-Will 1/roundEffect: Close burst 1 (each creature within burst); +14 vs. Fortitude.Hit: The target is dazed until the start of their next turn.Triggered ActionsDefend the Core ✦ 2/encounterTrigger: An enemy reduces Rild'orm'igh Core to 154 or 77 hit

points.Effect (no action): Three Rild'orm'igh tentacles (four if Rild'orm'igh

Core is bloodied) appear within 5 squares.Skills Arcana +14, Endurance +15, Nature +13Str 20 (+10) Dex 6 (+3) Wis 17 (+8)Con 21 (+10) Int 19 (+9) Cha 12 (+6)Alignment Chaotic Evil Languages NoneRild'orm'igh Tentacle L10 SoldierMedium water beastHP 55; Bloodied 27 Initiative +9AC 21; Fortitude 17, Reflex 20, Will 27Resist 10 lightning, see part of a wholeSpeed 2 Perception +11TraitsPart of a WholeAn Rild'orm'igh Tentacle moves almost as fast as the eye can see

and usually keeps its vulnerable tip away from the ground. It gains resist 15 all to any damage it takes during its turn, includ-ing damage from readied attacks or immediate action powers. In order to attack it in melee an attacker must fly, climb the tenta-cle, attack it in the middle of its attack as a readied action, or pull it to the ground.

Standard ActionsM Slap ✦ At-WillAttack: Melee 10 (one creature); +15 vs. AC. The tentacle cannot

target a creature that has already been targeted by a tentacle this turn.

Hit: 2d8 + 7 damage.

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M Entwine ✦ At-WillAttack: Melee 10 (one creature); +15 vs. AC. The tentacle cannot

target a creature that has already been targeted by a tentacle this turn.

Hit: The tentacle grabs the target, pulling it to an adjacent square and lifting it. When the target escapes it falls from a height of 20 feet unless the tentacle is pulled to the ground or the target grabs the tentacle during escape. This requires a free hand and a DC 20 Athletics check.

Triggered ActionsIntercept ✦ At-Will 1/roundTrigger: A creature hits the Rild'orm'igh Core with an attack.Effect (immediate interrupt): The target takes a –5 penalty to the

triggering attack.Str 21 (+7) Dex 15 (+7) Wis 14 (+6)Con 1 (+0) Int 2 (+1) Cha 4 (+2)Alignment Unaligned Languages None

Page 18: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Miniblin Thief L5E SkirmisherSmall shadow humanoidHP 120; Bloodied 60 Initiative +10AC 19; Fortitude 17, Reflex 17, Will 17Speed 6 Perception +4Saving Throws +2, Action Points 1Standard ActionsBM Mini-Spear ✦ At-WillAttack: Melee 1 (one creature); +10 vs. AC.Hit: 1d6 + 6 damage, and the miniblin thief can shift 3 squares.BR Mini-Spear Throw ✦ At-WillAttack: Melee 1 (one creature); +10 vs. AC.Hit: 1d6 + 6 damage.M Spear Barrage ✦ Recharge 4Effect: The miniblin thief uses mini-spear twice. If both attacks hit,

he recharges shin-kicker.Minor ActionsM Shin-Kicker ✦ EncounterAttack: Melee 1 (two creatures); +10 vs. AC.Hit: 1d4 + 3 damage, and the target is knocked prone and slowed

(save ends).Triggered ActionsScamper ✦ EncounterTrigger: The miniblin thief becomes bloodied.Effect (No Action): Any effects that cause the miniblin thief to be

slowed, immobilized, dazed, stunned, grabbed, or restrained end. He stands if prone and he may shift his speed.

Skills Acrobatics +11, Athletics +8, Thievery +11Str 12 (+3) Dex 18 (+6) Wis 15 (+4)Con 12 (+3) Int 15 (+4) Cha 13 (+3)Alignment Chaotic Evil Languages Low Hylian

Blade Trap L9 LurkerHazard: A block covered in wicked blades shoots out of the wall,

running along the ground to slash at its target's ankles before re-treating into another hole.

Perception DC 15: The character notices a hole in the wall or a track in the ground.

Dungeoneering DC 20: The character recognizes the blade trap and its target area.

TriggerWhen any character moves within a line between the blade trap's

resting points, it attacks. It can only attack once per round, and its ability to attack resets each round on initiative 0.

AttackAttack: Melee 1 (the first creature in its range); +7 vs. ReflexHit: 2d8 + 7 damage, and the target is slowed (save ends). The blade

trap returns to its original hole.Miss: The trap moves to the opposite hole.Countermeasures

As a standard action, a character can disable one adjacent square of the track used by the blade trap with a DC 20 Dungeoneering or Thievery check. If the player is willing to enter the square of the track, the DC is reduced to 10. After three such successes, the track is ruined and the blade trap destroys itself the next time it reaches that point in the track.

Guruguru Bar L9 BlasterHazard: A string of fireballs whips around an anchor.TriggerThe trap has no trigger. It is always functioning, even if no creature

is within range. It attacks each round on its initiative, targeting an area adjacent to its last attack area in a clockwise direction.

Initiative +4AttackAttack: Close blast 3 (each creature in blast); +7 vs. ReflexHit: 2d6 + 4 fire damage.Countermeasures

As a standard action, a character can disable the bar's an-chor with a DC 15 Thievery or Strength check. The charac-ter must be adjacent to the anchor. After three such suc-cesses, the guruguru bar has no anchor and dissipates with the following attack:Attack: Close burst 3 (each creature in burst); +7 vs. ReflexHit: 2d6 + 4 fire damage.

As a standard action, a character can disable the bar itself with a DC 20 Arcana check. After three such successes, the guruguru bar fades away.

Any cold damage dealt to the guruguru bar stops it for one round.

Lanmola L12E LurkerHuge earth beastHP 198; Bloodied 99 Initiative +13AC 26; Fortitude 25, Reflex 24, Will 23Speed 6, burrow 4 Perception +10, tremorsense 10Resist 10 acid, poisonSaving Throws +2, Action Points 1TraitsAcidic Blood (acid)When an adjacent creature damages the lanmola with a piercing or

slashing attack, that creature takes 5 acid damage. If the lanmola is bloodied, each adjacent creature takes 5 acid damage when the lanmola takes damage from a piercing or slashing attack.

Standard ActionsBM Bite (poison) ✦ At-WillAttack: Melee 3 (one creature); +17 vs. AC.Hit: 2d12 + 6 damage, and ongoing 5 poison damage (save ends).C Ground Burst ✦ Recharge 5Attack: Close burst 1 (close burst 2 when bloodied) (each creature in

burst); +15 vs. Reflex.Hit: 2d12 + 6 damage, and the target is knocked prone.Special: The lanmola can only make this attack while burrowing.Move ActionsBurrow ✦ At-WillEffect: The lanmola moves up to its burrow speed just below the sur-

face of the ground. As it burrows beneath the space of a creature on the ground, the lanmola makes an attack:

Attack: Melee 1 (one creature); +15 vs. Fortitude.Hit: The target is knocked prone.Triggered ActionsRetreat ✦ At-WillTrigger: A creature misses the lanmola with a melee attack.Effect (Immediate Reaction): The lanmola moves its speed.Skills Athletics +15, Endurance +16Str 17 (+9) Dex 18 (+10) Wis 18 (+10)Con 21 (+11) Int 1 (+1) Cha 6 (+4)Alignment Unaligned Languages None

Poe Sister L10E VariousMedium shadow humanoidHP 101; Bloodied 50 Initiative +8AC 24; Fortitude 20, Reflex 23, Will 23Speed 6, fly 6 (phasing) Perception +7Resist 10 cold (Beth), fire (Joelle), poison (Amy), necrotic (all), in-

substantial; Vulnerable 10 radiantSaving Throws +2, Action Points 1

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TraitsFamily BondThe poe sisters are a tightly-knit team capable of sharing information

with subtle movements or a single syllable. A poe sister is not flanked or surprised unless they are all flanked or surprised.

Standard ActionsBMR Lantern (fire, weapon) ✦ At-WillAttack: Melee 1 or Ranged 5 (one creature); +14 vs. AC and a sec-

ondary defense.Hit (AC): 3d4 + 7 damage.Hit (Amy) (Will): The target cannot attack any creature more than 1

square away from it. (save ends).Hit (Beth) (Fortitude): The target takes a -5 penalty to damage rolls

(save ends).Hit (Joelle) (Reflex): Ongoing 1d10 fire damage (save ends).M Soul Touch (necrotic) ✦ At-WillAttack: Melee 1 (one or two creatures); +13 vs. Will.Hit (Amy): The target is slowed and dazed (save ends both).Hit (Beth): Ongoing 5 necrotic damage, and the target is dazed (save

ends both).Hit (Joelle): Ongoing 5 necrotic damage, and the target is dazed

(save ends both).M Whirling Lantern (fire, weapon) ✦ EncounterEffect: The poe sister moves its speed. When it moves adjacent to a

creature during this move it may make a lantern attack.Special: If the poe sister is invisible at the beginning of this attack it

remains invisible until it finishes moving.Move ActionsDisappear ✦ Recharge 5Effect: The poe becomes invisible until it attacks.Minor ActionsAid Another ✦ At-Will 1/roundEffect: An ally within 5 squares can make a saving throw.Skills Arcana +14, History +14, Stealth +13Str 5 (+2) Dex 16 (+8) Wis 15 (+7)Con 13 (+6) Int 18 (+9) Cha 21 (+11)Alignment Evil Languages NoneMoblin Brute L11 SoldierMedium shadow humanoidHP 81; Bloodied 40 Initiative +11AC 27; Fortitude 24, Reflex 23, Will 22Speed 6 Perception +7TraitsMoblin TacticsMoblins deal an extra 1d8 damage to targets they flank and targets

who grant combat advantage.Standard ActionsBM Stab (weapon) ✦ At-WillAttack: Melee 1 (one creature); +16 vs. AC.Hit: 2d8 + 10 damage.Effect: The target is marked (save ends). If the target is bloodied it is

also slowed (save ends both).M Spinning Haft (weapon) ✦ At-WillAttack: Melee 2 (one creature); +16 vs. AC.Hit: 2d8 + 10 damage, and the target falls prone.Triggered ActionsMoblin Fury ✦ At-WillTrigger: An enemy marked by the moblin makes an attack that does

not target the moblin.Effect (Immediate Reaction): The moblin makes the following attack

against the triggering enemy.Attack: Ranged 6 (one creature); +16 vs. AC.Hit: 2d8 + 10 damage.Skills Athletics +14, Endurance +15, Intimidate +9

Str 18 (+9) Dex 18 (+9) Wis 14 (+7)Con 21 (+10) Int 9 (+4) Cha 9 (+4)Alignment Chaotic Evil Languages HylianEquipment 5 spears, leather armor

Moblin Spearhurler L11 ArtilleryMedium shadow humanoidHP 54; Bloodied 27 Initiative +10AC 25; Fortitude 23, Reflex 24, Will 22Speed 6 Perception +7TraitsMoblin TacticsMoblins deal an extra 1d8 damage to targets they flank and targets

who grant combat advantage.Standard ActionsBM Stab (weapon) ✦ At-WillAttack: Melee 1 (one creature); +16 vs. AC.Hit: 2d8 + 2 damage.BR Throw (weapon) ✦ At-WillAttack: Ranged 6 (one creature); +16 vs. AC.Hit: 2d8 + 5 damage, and ongoing 5 damage.R Staggering Javelin (weapon) ✦ At-WillAttack: Ranged 6 (one or two creatures); +16 vs. AC.Hit: 1d8 + 5 damage, and the target grants combat advantage until

the end of the moblin spearhurler's next turn.Move ActionsApply Poison (poison) ✦ At-WillEffect: The moblin's next attack deals an additional ongoing 5 poison

damage (save ends), and the moblin makes a saving throw. On a failed save it gains ongoing 5 poison (save ends) and cannot make a saving throw against the damage this turn.

Skills Athletics +14, Endurance +14, Intimidate +10Str 18 (+9) Dex 21 (+10) Wis 14 (+7)Con 18 (+9) Int 9 (+4) Cha 9 (+4)Alignment Chaotic Evil Languages HylianEquipment 5 spears, leather armorShield Moblin L11E BruteLarge shadow humanoidHP 282; Bloodied 141 Initiative +7AC 24; Fortitude 26, Reflex 21, Will 22Speed 5 Perception +7Resist 5 all unless flanked; Vulnerable 10 when proneSaving Throws +2, Action Points 1TraitsMoblin TacticsMoblins deal an extra 1d8 damage to targets they flank and targets

who grant combat advantage. A shield moblin also deals this bonus damage against prone targets.

Standard ActionsBM Stab (weapon) ✦ At-WillAttack: Melee 2 (one creature); +16 vs. AC.Hit: 3d8 + 9 damage.R Great Hurl (weapon) ✦ Recharge 5Effect: The moblin chooses one square within 10 and makes the fol-

lowing attack against each creature between its space and the chosen square:

Attack: Ranged 10 (one creature); +16 vs. AC.Hit: 3d8 + 9 damage, and the target is slowed and cannot shift (save

ends).C Ultra Spinning Haft (weapon) ✦ Recharge 5Attack: Close burst 2 (each creature in burst); +16 vs. AC.Hit: 3d8 + 9 damage.C Belly Flop ✦ Recharge 5

Page 20: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Effect: The shield moblin makes an Athletics check to jump. Moving in this way does not provoke attacks of opportunity. When it lands it makes the following attack:

Attack: Close burst 2 (each creature in burst); +14 vs. Fortitude.Hit: 3d8 + 9 damage, and the target is knocked prone. If the target is

in the same square as the moblin, the moblin pushes it one square.

Effect: The moblin is knocked prone and its turn ends.Skills Athletics +14, Endurance +15, Intimidate +9Str 21 (+10) Dex 14 (+7) SpearWis 14 (+7)Con 21 (+10) Int 9 (+4) Cha 9 (+4)Alignment Chaotic Evil Languages HylianEquipment 5 spears, leather armor

Moblin Guard L10M SkirmisherMedium shadow humanoidHP 1 Initiative +12AC 24; Fortitude 22, Reflex 23, Will 21Speed 6 Perception +7Standard ActionsBM Claw (weapon) ✦ At-WillAttack: Melee 1 (one creature); +15 vs. AC.Hit: 8 damage, and the moblin guard shifts 2 squares.Skills Endurance +11Str 18 (+9) Dex 21 (+10) Wis 14 (+7)Con 18 (+9) Int 9 (+4) Cha 9 (+4)Alignment Chaotic Evil Languages HylianEquipment greatclub, leather armorStalfos L11 SoldierMedium shadow animate (undead)HP 70; Bloodied 35 Initiative +9AC 27; Fortitude 24, Reflex 23, Will 22Speed 6 Perception +8Resist 15 necrotic, poison; Vulnerable 10 radiantStandard ActionsBM Rotten Sword (weapon) ✦ At-WillAttack: Melee 1 (one creature); +16 vs. AC.Hit: 2d8 + 10 damage.Effect: If the stalfos rolls a natural 1 on its attack roll, it takes a –5

penalty to damage until the end of the encounter.Stand Guard ✦ At-WillEffect: The stalfos gains a +4 power bonus to all defenses. It may

mark an enemy within 5 squares until the end of its next turn, and any marks it has that would end on its turn instead ends on its next turn.

Minor ActionsNecrotic Eye ✦ At-Will 1/roundEffect: The stalfos marks an enemy within 5 squares until the end of

its next turn.Triggered ActionsMarked for Death (necrotic) ✦ At-WillTrigger: An enemy marked by the stalfos makes an attack that does

not target the stalfos.Effect (Immediate Interrupt): The target takes 3d8 necrotic damage.Skills Athletics +15, Religion +8Str 21 (+10) Dex 19 (+9) Wis 17 (+8)Con 10 (+5) Int 6 (+3) Cha 8 (+4)Alignment Evil Languages Hylian

Dead Hand L10E LurkerLarge shadow animate (undead)HP 168; Bloodied 84 Initiative +10AC 24; Fortitude 23, Reflex 20, Will 23Speed 5, burrow 5 Perception +14, tremorsense

Saving Throws +2, Action Points 1TraitsLurking FeederDead Hand deals an extra 1d10 damage to grabbed, immobilized, or

restrained targets.BloodsenseDead Hand can accurately target any living creature. It does not take

a penalty to attack rolls for concealment or total concealment and can make ranged attacks while burrowing.

Standard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creatures); +15 vs. AC.Hit: 2d10 + 3 damage.Minor ActionsR Dead Arm ✦ At-Will 2/roundAttack: Ranged 5 (one creature); +13 vs. Reflex.Hit: The target is grabbed. If the target is already grabbed, it is im-

mobilized (save ends).Triggered ActionsC Burrowing Wake ✦ At-Will 1/roundTrigger: Dead Hand burrows into the ground or out of the ground.Effect (Free Action): Dead Hand makes the following attack:Attack: Close burst 1 (each creature in burst); +14 vs. Reflex.Hit: 1d10 + 7 damage.Skills Dungeoneering +14, Stealth +11Str 21 (+10) Dex 13 (+6) Wis 18 (+9)Con 18 (+9) Int 12 (+6) Cha 15 (+7)Alignment Evil Languages NoneMoa L11M ArtillerySmall shadow humanoidHP 1 Initiative +12AC 23; Fortitude 20, Reflex 22, Will 24Speed 2, fly 6 Perception +13TraitsInvisibleA moa is invisible. If anything causes it to lose its invisibility, it can

become invisible again as a standard action.Standard ActionsBM Eyefire (fire, necrotic) ✦ At-WillAttack: Ranged 5 (one creature); +14 vs. Reflex.Hit: 8 fire and necrotic damage.Skills Dungeoneering +13Str 11 (+5) Dex 18 (+8) Wis 18 (+8)Con 10 (+5) Int 13 (+6) Cha 21 (+10)Alignment Evil Languages None

Bubble L10 ControllerTiny shadow magical beastHP 69; Bloodied 34 Initiative +9AC 24; Fortitude 22, Reflex 22, Will 22Speed 6 (hover) Perception +12Resist 10 fire, necrotic; Vulnerable 10 radiantStandard ActionsBM Head Slam ✦ At-WillAttack: Melee 1 (one creature); +15 vs. AC.Hit: 2d6 + 7 damage, and the target cannot use at-will powers (save

ends).BM Wing Slam ✦ At-WillAttack: Melee 1 (one creature); +15 vs. AC.Hit: 2d6 + 7 damage, and the target can only use at-will powers

(save ends).M Steal Power ✦ EncounterAttack: Melee 1 (one creature); +13 vs. Will.Hit: The target loses one encounter power, chosen randomly.

Page 21: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Skills Stealth +14Str 11 (+6) Dex 18 (+9) Wis 13 (+7)Con 18 (+9) Int 12 (+7) Cha 21 (+10)Alignment Evil Languages None

Master Stalfos L11E SkirmisherLarge shadow animate (undead)HP 212; Bloodied 106 Initiative +11AC 25; Fortitude 24, Reflex 23, Will 22Speed 7 Perception +13Resist 15 necrotic, poison; Vulnerable 10 radiantSaving Throws +2, Action Points 1TraitsThreatening ReachMaster Stalfos can make opportunity attacks against all enemies

within 2 squares of him.Standard ActionsBM Old Sword (weapon) ✦ At-WillAttack: Melee 1 (one or two creatures); +16 vs. AC.Hit: 2d8 + 8 damage, and Master Stalfos may shift 2 squares for

each target he hits.Riposte Stance (necrotic) ✦ At-WillEffect: Until the end of his next turn, Master Stalfos can take the fol-

lowing action:Trigger: A creature within 2 squares deals damage to Master Stalfos

with an attack.Effect (Free Action): Master Stalfos makes the following attack:Attack: Melee 2 (the triggering creature); +14 vs. Will.Hit: The target takes ongoing 5 necrotic damage (save ends). Every

time the target fails this save the damage increases by 5.Triggered ActionsMirror Shield ✦ At-WillTrigger: Master Stalfos takes cold, fire, or radiant damage.Effect (Immediate Interrupt): The attack automatically misses Mas-

ter Stalfos, and he makes the following attack:Attack: Ranged 10 (one creature); +13 vs. Reflex. This attack does

not provoke opportunity attacks.Hit: The original attack hits the target.Skills Athletics +15, History +11, Religion +11Str 21 (+10) Dex 19 (+9) Wis 17 (+8)Con 10 (+5) Int 12 (+6) Cha 12 (+6)Alignment Evil Languages HylianThe Brothers Harris L12S HybridMedium shadow animate (undead)HP 472; Bloodied 236 Initiative +10AC 26; Fortitude 25, Reflex 25, Will 22Speed 6 Perception +17Resist see ossificationSaving Throws +5, Action Points 2TraitsBrothersThe Brothers Harris are two creatures, but they share actions and hit

points as through they were one. Any damage dealt to either brother reduces their total hit points. A brother cannot be subject to an effect (such as a mark, ongoing damage, or flanking) un-less both brothers are. The Brothers Harris have two initiative counts and may split a standard, move, and minor action be-tween then on each initiative.

A Brother Harris exposed to sunlight loses his connection to the other brother. He can be subject to effects even if the other brother is not.

Ossification

A Brother Harris normally has resist 0 all. This resistance increases by 5 each time the brother is hit by an attack. It resets to 0 when the other brother is hit by an attack unless the attack targeted both brothers.

Standard ActionsBM Scimitar ✦ At-WillAttack: Melee 1 (one creature); +17 vs. AC.Hit: 1d8 + 6 damage.C Energy Breath ✦ Recharge 5Attack: Close blast 3 (each enemy in blast); +15 vs. Reflex.Hit: 1d12 damage.Special: A Brother Harris can only use this attack after the other

Brother uses prepare double tech.C Roving Spirits (psychic) ✦ Recharge 5Attack: Close burst 1 (each enemy in burst); +15 vs. Will.Hit: 1d8 + 6 psychic damage.Effect: The area of the attack becomes a zone until the Brothers Har-

ris end two turns (until the initiative count makes one pass). Any enemy who ends their turn in the zone takes 5 psychic damage (10 if the Brothers Harris are bloodied). If the attack dealt cold or fire damage the zone deals that type of damage instead.

A Haunting (necrotic) ✦ Recharge 6Effect: Area burst 1 within 10 (each creature in burst); +15 vs. Will.Hit: Ongoing 10 necrotic damage (save ends).Effect: The area of the attack becomes a zone of swirling spirits until

the end of the encounter. The zone blocks line of sight and blocks light sources.

Minor ActionsPrepare Double Tech (cold, fire) ✦ At-Will 1/roundEffect: The next attack made by the other brother deals an extra 1d8

fire or cold damage, determined randomly.C Otherworldly Moan ✦ Recharge 5Attack: Close burst 1 (each creature in burst); +15 vs. Will.Hit: The target grants combat advantage (save ends).Skills Insight +17Str 19 (+10) Dex 19 (+10) Wis 22 (+12)Con 14 (+8) Int 14 (+8) Cha 17 (+9)Alignment Evil Languages NoneLeever L11 LurkerMedium earth beastHP 52; Bloodied 26 Initiative +11AC 25; Fortitude 23, Reflex 23, Will 23Speed 6, burrow 6 Perception +7, tremorsense 2PropertiesOpportunistA leever gains a +2 bonus to attack rolls and a +4 bonus to damage

rolls against prone creatures.Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +16 vs. AC.Hit: 2d8 + 8 damage. If the target grants combat advantage to the

leever, it is knocked prone.C Great Burrow ✦ EncounterAttack: Close burst 1 (each creature in burst); +14 vs. Fortitude.Hit: 2d8 + 4 damage, and the target is knocked prone.Move ActionsHide ✦ At-WillEffect: The leever burrows its speed and makes a Stealth check to

hide.Triggered ActionsZig-Zag ✦ At-WillTrigger: The leever moves at least 2 squares on its turn and is not

burrowing.

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Effect (Free Action): The leever gains combat advantage on the next attack it makes against a creature who before the end of its turn. The target can make a DC 21 Perception check as a free action to prevent the leever from getting this combat advantage.

Skills Athletics +14, Stealth +14Str 18 (+9) Dex 20 (+9) Wis 14 (+7)Con 16 (+8) Int 2 (+1) Cha 18 (+9)Alignment Unaligned Languages None

Mammoth Leever L13E ControllerGargantuan earth beastHP 260; Bloodied 130 Initiative +9AC 27; Fortitude 26, Reflex 23, Will 25Speed 8, burrow 6 Perception +8, tremorsense 2Saving Throws +2, Action Points 1PropertiesOpportunistA leever gains a +2 bonus to attack rolls and a +4 bonus to damage

rolls against prone creatures.Standard ActionsBC Whirling Body ✦ At-WillAttack: Close burst 1 (each creature in burst); +18 vs. Fortitude.Hit: 2d8 + 6 damage. If the target grants combat advantage to the

leever, it is knocked prone.M Burrowing Attack ✦ Recharge 5Effect: The giant leever moves its speed. This movement does not

provoke opportunity attacks. At any point during the move, it can make the following attack

Attack: Melee 1 (one creature); +16 vs. Fortitude.Hit: 2d8 + 12 damage, and the target is pushed into the ground.

While underground it has no line of sight or line of effect to any creature except itself and cannot breathe. It can escape from the ground with three DC 20 Athletics or Acrobatics checks, which makes it prone in its former square. The target's allies can also make these checks to dig the target out from an adjacent square.

Skills Athletics +14, Stealth +14Str 20 (+11) Dex 16 (+8) Wis 14 (+8)Con 18 (+0) Int 2 (+2) Cha 18 (+10)Alignment Unaligned Languages NoneGeldarm L12E BruteHuge spirit beastHP 142; Bloodied 71 Initiative +6AC 24; Fortitude 28, Reflex 22, Will 22Speed 6 Perception +8, tremorsense 2Saving Throws +2, Action Points 1PropertiesCritical PointA geldarm is immune to damage unless it is prone.Standard ActionsM Pincer ✦ At-WillAttack: Melee 3 (one creature); +17 vs. AC.Hit: 6d4 + 10 damage, and the geldarm pulls the target to an adja-

cent square. The target is grabbed and lifted 2 squares into the air.

C Acid Spray (acid) ✦ Recharge 5Attack: Close blast 4 (each creature in burst); +15 vs. Reflex. This

attack automatically hits a target grabbed by the geldarm.Hit: 6d4 + 10 acid damage, and the target is knocked prone.Move ActionsHarden ✦ At-WillRequirement: The geldarm must be prone.Effect: The geldarm stands up and gains 50 temporary hit points.Triggered ActionsShrink ✦ At-Will

Trigger: The geldarm reaches 0 temporary hit points.Effect: The geldarm falls prone.Skills Endurance +17Str 22 (+12) Dex 11 (+6) Wis 10 (+6)Con 22 (+12) Int 1 (+1) Cha 7 (+4)Alignment Unaligned Languages None

Geldman L12 SkirmisherMedium earth beastHP 76; Bloodied 38 Initiative +11AC 26; Fortitude 24, Reflex 24, Will 24Speed 6, burrow 6 Perception +7, tremorsense 2Resist 10 fire, piercing, radiant, slashing; Vulnerable 10 cold, forcePropertiesSingle-Minded RageA geldman gains a +2 bonus to attacks when charging and a +4 dam-

age bonus against the last creature who damaged it. It has a –2 penalty to defenses and resist 10 all against opportunity attacks.

Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +17 vs. AC.Hit: 1d10 + 4 damage, and the geldman shifts 3 squares.M Double Slam ✦ At-WillEffect: The geldman use slam twice. If both attacks hit the same tar-

get, the geldman pushes the target 1d4 squares and knocks it prone.

Move ActionsSandhole ✦ At-WillEffect: The geldman teleports its speed. The square it left and all ad-

jacent squares become difficult terrain until the end of its next turn.

Skills Athletics +14, Stealth +14Str 18 (+9) Dex 20 (+9) Wis 14 (+7)Con 16 (+8) Int 2 (+1) Cha 18 (+9)Alignment Unaligned Languages NoneGerudo Guard L12 SoldierMedium spirit humanoidHP 79; Bloodied 39 Initiative +12AC 28; Fortitude 25, Reflex 27, Will 26Speed 7 Perception +15Resist 5 fire, radiantStandard ActionsBM Slashing Scimitar (weapon) ✦ At-WillAttack: Melee 1 (one creature); +17 vs. AC.Hit: 1d6 + 6 damage (1d6 + 12 on a crit), and target is marked until

the end of the gerudo guard's next turn..BM Blocking Scimitar (weapon) ✦ At-WillAttack: Melee 1 (one creature); +17 vs. AC.Hit: 1d6 + 6 damage, and gerudo gains a +2 bonus to all defenses on

attacks against the target.M Two-Weapon Fighting (weapon) ✦ At-WillEffect: The gerudo guard makes two basic attacks, each against a dif-

ferent target.M Whirling Dervish (weapon) ✦ EncounterEffect: The gerudo guard moves her speed and makes a basic attack

against each opponent to whom she is adjacent during the move.Triggered ActionsManacles (weapon) ✦ At-WillTrigger: An enemy marked by the guard makes an attack that does

not target the guard.Effect (Immediate Reaction): The guard shifts its speed to a square

adjacent to the target and makes the following attack:Attack: Melee 1 (the triggering creature); +15 vs. Reflex.

Page 23: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Hit: The target is manacled. The target is prone and restrained until it is freed. The target can be freed by a DC 21 Thievery check or by destroying the manacles.

Skills Acrobatics +17, Athletics +14, Stealth +17Str 17 (+9) Dex 22 (+12) Wis 19 (+10)Con 14 (+8) Int 12 (+7) Cha 11 (+6)Alignment Unaligned Languages None

Ironknuckle L13E BruteLarge spirit humanoidHP 312; Bloodied 156 Initiative +8AC 25; Fortitude 26, Reflex 24, Will 25Speed 5 (7 when bloodied) Perception +10Saving Throws +2, Action Points 1Standard ActionsBM Greataxe (weapon) ✦ At-WillAttack: Melee 2 (one creature); +18 vs. AC.Hit: 2d12 + 13 damage (1d12 + 37 on a crit).M Great Swing (weapon) ✦ At-WillAttack: Close blast 2 (each creature in blast); +18 vs. AC.Hit: 2d12 + 6 damage (1d12 + 3 on a crit), and the target is pushed

1d4 squares and knocked prone.Effect: The ironknuckle destroys any unattended object or terrain

feature in the blastM Giant Chop (weapon) ✦ At-WillAttack: Melee 2 (one creature); +18 vs. AC.Hit: 2d12 + 13 damage (1d12 + 37 on a crit) and ongoing 10 dam-

age.Nimble Giant (weapon) ✦ At-WillRequirement: The ironknuckle must be bloodied.Effect: The ironknuckle makes two at-will melee attacks. It cannot

target the same creature with more than one of these attacks.Skills Endurance +16, Intimidate +11Str 22 (+12) Dex 15 (+8) Wis 19 (+10)Con 16 (+9) Int 12 (+7) Cha 11 (+6)Alignment Evil Languages NoneDevalant L12 ArtilleryMedium earth beastHP 61; Bloodied 30 Initiative +9AC 26; Fortitude 25, Reflex 23, Will 24Speed 2, burrow 6 Perception +15PropertiesSinkhole ✦ Aura 1Any enemy that starts its turn within the aura is slowed until the start

of its next turn.Standard ActionsBM Pincer ✦ At-WillAttack: Melee 1 (one creature); +17 vs. AC.Hit: 1d10 + 9 damage, and the devalant grabs the target.BR Fire Ball (fire) ✦ At-WillAttack: Ranged 10 (one creature); +15 vs. Reflex.Hit: 2d10 + 8 fire damage.Escape ✦ At-WillEffect: The devalant burrows its speed. It does not provoke opportu-

nity attacks from creatures in its aura when it begins moving. The space it left and the squares adjacent to that space are con-sidered part of its aura until the start of its next turn.

Skills Endurance +17Str 19 (+10) Dex 17 (+9) Wis 18 (+10)Con 22 (+12) Int 4 (+3) Cha 6 (+4)Alignment Unaligned Languages None

Spiny Beetle L13 HybridMedium earth beast

HP 71; Bloodied 35 Initiative +12AC 28; Fortitude 25, Reflex 25, Will 25Speed 6 Perception +15Resist 10 bludgeoning, poisonPropertiesSneak AttackA spiny beetle deals 2d6 extra damage when it hits a creature grant-

ing it combat advantage.Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +18 vs. AC.Hit: 3d6 + 7 damage.Triggered ActionsTheft ✦ At-WillTrigger: The spiny beetle deals damage with sneak attack.Effect (Free Action): The spiny beetle makes one of the following at-

tacks:Attack: Melee 1 (the primary target); +16 vs. Reflex.Hit: The spiny beetle steals one of the target's items.Attack: Melee 1 (the primary target); +16 vs. Will.Hit: The spiny beetle pretends to steal one of the target's items. The

target cannot make an attack that does not include the spiny bee-tle (save ends).

Skills Bluff +11, Stealth +15, Thievery +15Str 22 (+12) Dex 19 (+10) Wis 18 (+10)Con 15 (+8) Int 6 (+4) Cha 11 (+6)Alignment Unaligned Languages None

Morth L11U ControllerTiny wind beastHP 2 Initiative +11AC 25; Fortitude 22, Reflex 25, Will 22Speed 4 Perception +9Standard ActionsBM Stick ✦ At-WillAttack: Melee 1 (one creature); +16 vs. AC.Hit: The target is stuck to the morth (save ends). As long as the tar-

get is stuck, it is slowed and the morth gains a +4 bonus to all defenses.

Triggered ActionsmHatch ✦ EncounterTrigger: The morth reaches its fourth initiative pass.Effect (No Action): The morth transforms into a mothula.Str 12 (+6) Dex 21 (+11) Wis 9 (+4)Con 12 (+6) Int 2 (+2) Cha 7 (+3)Alignment Unaligned Languages None

Mothula L13 HybridLarge wind beastHP 88; Bloodied 44 Initiative +13AC 27; Fortitude 25, Reflex 26, Will 24Speed 6, fly 6 (see wingless) Perception +9Resist 10 poison; Vulnerable fire, cold (see wingless)Standard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +18 vs. AC.Hit: 2d8 + 12 damage. If the mothula has no wings, it can shift 2

squares.C Pollen Whirl (poison) ✦ At-WillRequirement: The mothula must have wingsAttack: Close burst 1 (each creature in burst); +16 vs. Reflex.Hit: 2d8 + 6 poison damage, and the target is dazed (save ends).Triggered Actions

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Wingless ✦ EncounterTrigger: The mothula takes cold or fire damage.Effect (No Action): The mothula loses its wings. It loses its fly speed

but its land speed increases to 8.Skills Acrobatics +16, Nature +7Str 18 (+9) Dex 21 (+11) Wis 9 (+4)Con 18 (+9) Int 2 (+2) Cha 7 (+3)Alignment Unaligned Languages None

Vengas L12U BruteSmall forest beastHP 2 Initiative +12AC 24; Fortitude 24, Reflex 25, Will 23Speed 6 Perception +9Resist 10 poisonStandard ActionsBM Bite (poison) ✦ At-WillAttack: Melee 1 (one creature); +17 vs. AC.Hit: 5 damage and 5 poison damage.Triggered ActionsC Gas ✦ EncounterTrigger: The vengas reaches 0 hit pointsEffect (No Action): The vengas dies, and the space it occupied and

all adjacent spaces fill with poisonous gas. Any creature who en-ters or starts their turn in the gas takes ongoing 10 poison dam-age.

Str 12 (+6) Dex 22 (+12) Wis 9 (+4)Con 17 (+8) Int 2 (+2) Cha 7 (+3)Alignment Unaligned Languages NoneBig Skulltula L13 LurkerLarge earth beastHP 59; Bloodied 29 Initiative +14AC 27; Fortitude 23, Reflex 26, Will 26Speed 6, burrow 6 Perception +15PropertiesSurprisingly Loud PredatorA skulltula deals 3d4 additional damage to creatures against whom it

has combat advantage (3d4 + 10 in large mode). After dealing this damage, the skulltula grants combat advantage until the be-ginning of its next turn.

Web ClimberA big skulltula can produce strong web at will. It can climb down

from any ceiling even if there is no climbable surface, and it can climb back up using the same web.

Standard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +18 vs. AC.Hit: 4d4 + 7 damage (4d4 + 17 damage in large mode), and the tar-

get is grabbed.M Death from Above ✦ At-WillEffect: The big skulltula moves its speed down a web, makes a bite

attack, and moves it speed back up the web.M String Up ✦ At-WillRequirement: The big skulltula must be climbing on a web.Attack: Melee 1 (one grabbed creature); +16 vs. Reflex.Hit: The target is restrained in the web and takes ongoing 10 poison

damage (save ends both).Skills Athletics +15, Stealth +17Str 18 (+10) Dex 22 (+12) Wis 18 (+10)Con 17 (+9) Int 3 (+2) Cha 9 (+5)Alignment Unaligned Languages None

Vengas Swarm L12U BruteSmall forest beast

HP 2 Initiative +12AC 24; Fortitude 24, Reflex 25, Will 23Speed 6 Perception +9Resist 10 poisonStandard ActionsBM Bite (poison) ✦ At-WillAttack: Melee 1 (one creature); +17 vs. AC.Hit: 5 damage and 5 poison damage.Triggered ActionsC Gas ✦ EncounterTrigger: The vengas reaches 0 hit pointsEffect (No Action): The vengas dies, and the space it occupied and

all adjacent spaces fill with poisonous gas. Any creature who en-ters or starts their turn in the gas takes ongoing 25 poison dam-age.

Str 12 (+6) Dex 22 (+12) Wis 9 (+4)Con 17 (+8) Int 2 (+2) Cha 7 (+3)Alignment Unaligned Languages NoneMoldorm L13 SoldierHuge earth beastHP 200; Bloodied 100 Initiative +14AC 29; Fortitude 27, Reflex 26, Will 22Speed 6 Perception +15Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +18 vs. AC.Hit: 1d20 + 18 damage, and the moldorm pushes the target 1d4

squares.BM Great Slam ✦ At-WillAttack: The moldorm makes two slam attacks against one or two

creatures it has marked.Triggered ActionsM Rubbery Hide ✦ At-WillTrigger: An enemy misses the moldorm with a melee attack but hits

the moldorm's relevant defense –4.Effect (No Action): The moldorm pushes the target 1d6 squares, and

the target is marked until the end of the encounter.Skills Athletics +17Str 22 (+12) Dex 19 (+10) Wis 5 (+3)Con 20 (+11) Int 3 (+2) Cha 6 (+4)Alignment Unaligned Languages None

Aruroda L12 ArtilleryMedium earth beastHP 100; Bloodied 50 Initiative +12AC 26; Fortitude 24, Reflex 24, Will 24Speed 6 Perception +10Standard ActionsBR Tail Fire (fire) ✦ At-WillAttack: Ranged 10 (one creature); +15 vs. Reflex.Hit: 1d20 + 11 fire damage.Blink ✦ At-WillEffect: The aruroda takes half damage from all attacks until the start

of its next turn.Skills Athletics +15Str 18 (+10) Dex 22 (+12) Wis 18 (+10)Con 17 (+9) Int 3 (+2) Cha 9 (+5)Alignment Unaligned Languages None

Bazu L12 SkirmisherLarge earth beastHP 100; Bloodied 50 Initiative +12AC 26; Fortitude 23, Reflex 26, Will 23Speed 8 Perception +10

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Standard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +17 vs. AC.Hit: 1d10 + 16 damage (1d10 + 26 on a charge), and the bazu shifts

2 squares to a space not adjacent to the target.Triggered ActionsScurry ✦ At-WillTrigger: An enemy misses the bazu with an attack..Effect (Immediate Reaction): The bazu shifts 2 squares.Skills Athletics +15Str 18 (+10) Dex 22 (+12) Wis 18 (+10)Con 17 (+9) Int 3 (+2) Cha 9 (+5)Alignment Unaligned Languages None

Grim Creeper L12S ControllerMedium and huge shadow humanoidHP 416; Bloodied 208 Initiative +10AC 27; Fortitude 25, Reflex 25, Will 25 (+4 versus opportunity)Speed 6 or 8 when riding a gohma Perception +13Vulnerable 5 piercing Saving Throws +5, Action Points 2PropertiesMaster SummonerA grim creeper is immune to damage and cannot use powers with the

gohma keyword as long as one or more gohma larvae are in the battle. He begins the fight with six larvae. When all gohma lar-vae are destroyed, he summons a huge gohma to ride and can no longer use powers with the gohma larva keyword. He cannot be dazed, stunned, or otherwise preventing from acting.

Standard ActionsBM Flute (gohma larva) ✦ At-WillRequirement: There must be one or more gohma larvae in the battle.Effect: 1d4 gohma larvae appear randomly within 5 squares.BM Claws (gohma) ✦ At-WillRequirement: The grim creeper must be riding a gohma.Attack: Melee 3 (one or two creatures); +18 vs. AC.Hit: 2d12 + 7 damage.C Eye Laser (ghoma, radiant) ✦ Recharge 5Attack: Close blast 5 (each creature in blast); +16 vs. Reflex.Hit: 2d12 + 7 radiant damage, and the target is blinded (save ends).C Claw Spin (gohma) ✦ Recharge 5Attack: Close burst 2 (each creature in blast); +16 vs. Fortitude.Hit: 2d12 + 7 damage, and the target is pushed 3 squares and

knocked prone.M Trample (gohma) ✦ Recharge 4Effect: The grim creeper shifts its speed and can enter enemies' spa-

ces during the move. Each time it enters an enemy's space for the first time during the move, it can use claw against that en-emy.

Minor ActionsDominion Rod ✦ At-WillAttack: Close burst 10 (one creature in burst); +16 vs. Fortitude or

Reflex, or Will.Hit: A nearby machine activates and attacks the target. Depending

on the machine and the defense targeted, the target may be blinded, dazed, immobilized, or slowed, or take ongoing 10 damage of an appropriate type.

Skills Diplomacy +17, Nature +15Str 12 (+7) Dex 14 (+8) Wis 19 (+10)Con 15 (+8) Int 19 (+10) Cha 22 (+12)Alignment Chaotic Evil Languages Hylian

Gohma Larva L11M SkirmisherSmall forest beast

HP 1 Initiative +11AC 25; Fortitude 23, Reflex 23, Will 23Speed 6 Perception +4Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +15 vs. AC.Hit: 8 damage.Cowardice ✦ At-WillTrigger: An enemy misses the gohma larva with an attack.Effect: The gohma larva shifts 4 squares.Str 12 (+6) Dex 21 (+11) Wis 9 (+4)Con 12 (+6) Int 2 (+2) Cha 7 (+3)Alignment Unaligned Languages NoneChelinenth L13S HybridHuge spirit beastHP 536; Bloodied 268 Initiative +10AC 27; Fortitude 26, Reflex 26, Will 23Speed 7, climb 7 Perception +13Immune damage (see force of nature)Saving Throws +5, Action Points 2PropertiesForce of NatureChelinenth cannot be damaged by attacks made by living creatures.

It can only be damaged by the machines in the room where it fights. Each such attack deals 50 damage. When a machine dam-ages it, the machine is rendered useless and cannot be used again until it is repaired.

Chelinenth is immune to half of the non-damaging effects it suffers. It ignores the first effect, suffers from the second, accepts the third, and so on. Simultaneous effects are considered to be sepa-rate effects that occur in the order they are written in the rele-vant power.

Persistent Wrongness ✦ Aura 1Any enemy that starts its turn within the aura takes 10 damage. Standard ActionsBM Grab ✦ At-WillAttack: Melee 3 (one creature); +18 vs. AC.Hit: 2d12 + 7 damage.Triggered ActionsC Toss ✦ At-WillTrigger: Chelinenth hits with grab.Effect (Free Action): Chelinenth makes the following attack:Attack: Close burst 10 (one enemy other than the original target);

+16 vs. Reflex.Hit: 1d12 + 7 damage.Effect: The original target takes 1d10 damage and falls prone in a

square adjacent to the secondary target.Hold ✦ At-WillTrigger: Chelinenth hits with grab.Effect (Free Action): Chelinenth makes the following attack:Attack: Melee 3 (the original target); +16 vs. Fortitude.Hit: The target is grabbed (save ends). Chelinenth can pull a grabbed

target with it when it moves without making an attack roll.Skills Athletics +17Str 22 (+12) Dex 19 (+10) Wis 15 (+8)Con 22 (+12) Int 12 (+7) Cha 15 (+8)Alignment Unaligned Languages understands Hylian

MachinesThe following machines are in the same room as Chelinenth:

Drill: DC 21 Athletics; Melee (Str) Elevator: DC 21 Dungeoneering; Melee 1 (Wis) Explosives: DC 16 Intelligence; Ranged 5 (Dex) Minecart: DC 21 Athletics; Ranged 10 (Str)

Page 26: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Power Hose: DC 21 Endurance; Ranged 10 (Con) Saw: DC 21 Strength; Melee 1 10 (Str) Smelter: DC 21 Arcana; Close blast 5 (Int)

Deadrock L14 SoldierLarge earth beastHP 98; Bloodied 49 Initiative +10AC 30; Fortitude 30, Reflex 26, Will 28Speed 5 Perception +17Resist 10 acid; Vulnerable 10 thunderPropertiesTerrain Mastery ✦ Aura 1The deadrock can make an opportunity attack against any creature in

the aura who shifts or makes an attack that does not include the deadrock unless that creature is marked or inside another terrain mastery aura.

Standard ActionsBM Slam ✦ At-WillAttack: Melee 2 (one creature); +19 vs. AC.Hit: 4d8 + 4 damage.C Flying Slam ✦ Recharge 5Effect: The deadrock flies its speed and makes the following attack:Attack: Close burst 1 (each creature in burst); +17 vs. Fortitude.Hit: 4d8 + 4 damage, and the target is knocked prone.Effect: The area of the attack becomes difficult terrain until the end

fo the encounter. The deadrock takes 2d10 damage.Triggered ActionsM Harden (polymorph) ✦ EncounterTrigger: The deadrock drops to 0 hit points.Effect (No Action): The deadrock turns into a statue, and the square

it occupies becomes difficult terrain that provides cover. The statue crumbles to dust at the end ofthe encounter. If the dead-rock was reduced to 0 hit points by a melee attack using a weapon, it makes the following attack:

Attack: Melee 2 (the triggering enemy); +19 vs. Reflex.Hit: The target is disarmed, and the weapon is stuck partially inside

the statue. An adjacent creature can yank out the weapon with a DC 20 Strength check.

Skills Endurance +18Str 20 (+12) Dex 17 (+10) Wis 20 (+12)Con 23 (+13) Int 8 (+6) Cha 15 (+8)Alignment Unaligned Languages understands Hylian

Vacuum Soul L14E ControllerLarge wind animate (construct)HP 286; Bloodied 143 Initiative +8AC 29; Fortitude 28, Reflex 25, Will 25Speed 5 Perception +1Resist 15 all (see critical breach)Saving Throws +2, Action Points 1PropertiesGravity Control ✦ Aura 2 when not bloodiedAny enemy who ends their turn within the aura cannot make attacks

that include the vacuum soul as a target until the end of their next turn.

Standard ActionsBM Crushing Grip ✦ At-WillAttack: Melee 2 (one creature); +18 vs. AC and Fortitude.Hit (AC): Ongoing 15 damage (save ends).Hit (Fortitude): The target takes a –2 penalty to all defenses (save

ends).M Forced Levitation ✦ Recharge 5Attack: Melee 2 (one creature); +17 vs. Fortitude.Hit: The target hovers 6 squares in the air and is restrained (save

ends).

Each failed saving throw: The target's altitude increases by 3 squares.

Minor ActionsC Spot Vacuum ✦ At-Will 1/roundAttack: Close burst 10 (one creature within burst); +17 vs. Fortitude.Hit: The vacuum soul pulls the target 1d6 squares (1d8 squares if the

vacuum soul is bloodied). If this pulls the target into a space ad-jacent to the vacuum mouth, the target takes 6d6 damage.

C Gravity Whirlpool ✦ Recharge when bloodiedAttack: Close burst 5 (each creature in burst); +17 vs. Fortitude.Hit: The vacuum soul slides the target 5 squares.Triggered ActionsCritical Breach ✦ EncounterTrigger: The vacuum soul's resistance drops to 0.Effect (No Action): The vacuum soul pushes all creatures in the en-

counter 10 squares and dies.Skills History +17Str 17 (+10) Dex 13 (+8) Wis 14 (+9)Con 23 (+3) Int 20 (+12) Cha 20 (+12)Alignment Unaligned Languages NoneLynel L14 SkirmisherMedium spirit magical beastHP 92; Bloodied 46 Initiative +14AC 28; Fortitude 28, Reflex 25, Will 25Speed 7, climb 7 Perception +17PropertiesMarauderIf a lynel makes a melee attack, its next ranged attack gains a +2

bonus to attack rolls and deals an extra 2d6 damage on a hit.If a lynel makes a ranged attack, its next melee attack gains a +2

bonus to attack rolls and deals an extra 2d6 damage on a hit.Standard ActionsBM Longsword (weapon) ✦ At-WillAttack: Melee 1 (one creature); +19 vs. AC.Hit: 3d6 + 8 damage.BR Fire Breath (fire) ✦ At-WillAttack: Ranged 10 (one creature); +19 vs. Reflex.Hit: 3d6 + 8 fire damage.MR Pounce (fire) ✦ EncounterEffect: The lynel uses fire breath on an enemy, then charges another

enemy.Move ActionsMountainclimb ✦ At-WillEffect: The lynel moves its speed. During this movement it does not

provoke attacks of opportunity and ignores difficult terrain.Skills Athletics +18, Nature +13Str 23 (+13) Dex 20 (+12) Wis 21 (+12)Con 22 (+13) Int 13 (+8) Cha 14 (+9)Alignment Evil Languages Hylian

Wizzrobe L14 ArtilleryMedium wind humanoidHP 63; Bloodied 31 Initiative +10AC 28; Fortitude 25, Reflex 26, Will 28Speed 6, teleport 6 Perception +12Resist 10 acid, cold, fire, lightningPropertiesArcane SightA wizzrobe does not need line of sight to teleport.Standard ActionsBM Claws ✦ At-WillAttack: Melee 1 (one or two creatures); +19 vs. AC.Hit: 4d4 + 7 damage.BR Arcane Bolt (acid, cold, fire, lightning) ✦ Recharge 3

Page 27: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Attack: Ranged 15 (one creature); +19 vs. Reflex.Hit: 2d8 + 10 damage, and an additional effect based on the damage

type:Acid: The target takes a –2 penalty to all defenses until the end of the

wizzrobe's next turn.Cold: The attack targets Fortitude instead of Reflex.Fire: Ongoing 5 fire damage (save ends).Lightning: If the target moves more than two squares before the end

of its next turn, it takes 2d6 lightning damage.C Keening Wail (fear, psychic) ✦ EncounterAttack: Close burst 5 (each enemy in burst); +17 vs. Will.Hit: 2d8 + 10 psychic damage, and the target moves its speed away

from the wizzrobe, avoiding dangerous terrain and attacks of op-portunity if possible. If the attack roll beat the target's defense by 5 or more, the target does not avoid dangerous terrain.

Skills Arcana +18, History +18Str 13 (+8) Dex 17 (+10) Wis 20 (+12)Con 18 (+11) Int 23 (+13) Cha 22 (+13)Alignment Chaotic Evil Languages HylianFurnix L14 SkirmisherMedium wind magical beastHP 91; Bloodied 45 Initiative +15AC 28; Fortitude 25, Reflex 27, Will 26Speed 2, fly 7 Perception +17Resist 15 fire; Vulnerable 5 piercingStandard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +19 vs. AC.Hit: 6d4 + 7 damage.BR Fireballs (fire) ✦ Recharge 3Attack: Ranged 5 (one, two, or three creatures); +17 vs. Reflex.Hit: Ongoing 10 fire damage (save ends).Triggered ActionsUnbalancing Escape ✦ At-WillTrigger: A creature damages the funix with a melee attack.Effect (Immediate Reaction): The furnix moves it speed. The crea-

ture who attacked it grants combat advantage until the end of the furnix's next turn.

Skills Acrobatics +18, Nature +17Str 14 (+9) Dex 23 (+13) Wis 20 (+12)Con 16 (+10) Int 9 (+6) Cha 15 (+9)Alignment Evil Languages none

Moby L14 ControllerMedium wind beastHP 89; Bloodied 44 Initiative +13AC 28; Fortitude 24, Reflex 28, Will 27Speed 2, fly 7 Perception +12PropertiesAerial TacticianA moby gains a +2 bonus to attack rolls against a target it did not at-

tack in the previous round, and a +2 bonus to attack rolls against a target with no other creatures adjacent to it.

Fast WingsCreatures must spend 1 additional square of movement to enter a

square adjacent to a moby.Standard ActionsBM Peck ✦ At-WillAttack: Melee 1 (one creature); +20 vs. AC.Hit: 3d6 + 11 damage.Triggered ActionsRattling Blow✦ EncounterTrigger: The moby makes an attack that beats the target's defense by

5 or more.

Effect (Minor Action): The attack gains one of the following addi-tional effects. A moby cannot use the same effect more than once per encounter: The target is dazed (save ends). The target expends a random encounter power with no ef-

fect. The target gains vulnerable 5 all (save ends).

Skills Acrobatics +18, History +14, Nature +17Str 11 (+7) Dex 23 (+13) Wis 20 (+12)Con 14 (+9) Int 14 (+9) Cha 17 (+10)Alignment Evil Languages noneVitreous L15E ControllerLarge water beastHP 302; Bloodied 151 Initiative +10AC 29; Fortitude 29, Reflex 26, Will 27Speed 0 (6 when bloodied) Perception +17Saving Throws +2, Action Points 1TraitsViscousA vitreous automatically succeeds at Athletics checks to catch a sur-

face when it falls. If it takes damage while stuck to a surface, it falls 1 square for each 5 points of damage it takes.

Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +19 vs. AC.Hit: 2d10 + 11 damage, and the target is knocked prone.R Chain Lightning (lightning) ✦ Recharge 4Attack: Ranged 5 (one enemy); +18 vs. Reflex. A creature cannot be

target by this attack more than once per round.Hit: 2d10 + 9 lightning damage, and the vitreous makes a chain

lightning attack against a target within 5 squares of the primary target.

C Lightning Bolt (lightning) ✦ Recharge 4Attack: Close blast 5 (each enemy in blast); +18 vs. Reflex.Hit: 2d10 + 9 lightning damage.C Ground Smash ✦ Recharge 6Attack: Close burst 10 (each enemy in burst); +18 vs. Fortitude.Hit: The vitreous teleports the target to a square of its choice within

range.Minor ActionsC Evil Eye ✦ At-WillAttack: Close blast 10 (one creature); +18 vs. Will.Hit: The target takes a –2 penalty to all defenses and cannot attack

the vitreous (save ends both).Triggered ActionsSticky ✦ Recharge 5Trigger: A creature damages the vitreous with a melee attack.Effect (Immediate Reaction): The vitreous makes the following at-

tack:Attack: Melee 2 (the triggering creature); +18 vs. Fortitude.Hit: The target's weapon sticks to the vitreous. While the weapon is

stuck the target cannot attack with the weapon. A creature can remove the weapon with an opposed Strength check.

Skills Acrobatics +18, Nature +17Str 15 (+9) Dex 16 (+10) Wis 20 (+12)Con 23 (+13) Int 15 (+9) Cha 18 (+11)Alignment Evil Languages none

Vitreous Eye L14M SoldierMedium water animateHP 1 Initiative +13AC 29; Fortitude 27, Reflex 27, Will 24Speed 5 Perception +9Resist 10 all

Page 28: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +19 vs. AC.Hit: 8 damage.R Lesser Evil Eye ✦ At-WillAttack: Ranged 10 (one creature); +19 vs. Will.Hit: The target cannot attack the vitreous until the end of its next

turn..Str 17 (+10) Dex 20 (+12) Wis 10 (+7)Con 23 (+13) Int 1 (+2) Cha 3 (+3)Alignment Evil Languages NoneMoblin Rider L16 SkirmisherMedium shadow humanoidHP 109; Bloodied 54 Initiative +15AC 30; Fortitude 29, Reflex 28, Will 27Speed 6 Perception +12TraitsMoblin TacticsMoblins deal an extra 2d6 damage to targets they flank and targets

who grant combat advantage.Standard ActionsMR Spear Toss (weapon) ✦ At-WillAttack: Melee 1 or Ranged 6 (one creature); +21 vs. AC.Hit: 2d8 damage.BMR Marauder Style (weapon) ✦ At-WillEffect: The moblin rider uses spear toss twice, then shifts 1 square

plus 1 additional square for each target it hit.Minor ActionsC War Cry (fear, psychic) ✦ EncounterAttack: Close burst 3 (each enemy in burst); +19 vs. Will.Hit: 3d8 psychic damage, and the target is dazed (save ends). The

moblin rider shifts 1 square for each target it hit.Skills Acrobatics +18, Nature +17, Intimidate +12Str 18 (+12) Dex 21 (+13) Wis 19 (+12)Con 24 (+15) Int 12 (+9) Cha 9 (+7)Alignment Chaotic Evil Languages Hylian

Moblin Archer L16 ArtilleryMedium shadow humanoidHP 66; Bloodied 33 Initiative +15AC 28; Fortitude 28, Reflex 28, Will 28Speed 6 Perception +18TraitsMoblin TacticsMoblins deal an extra 2d6 damage to targets they flank and targets

who grant combat advantage.Standard ActionsBM Arrow Stab (weapon) ✦ At-WillAttack: Melee 1 (one creature); +21 vs. AC.Hit: 2d6 + 10 damage, and the moblin pushes the target 2 squares.BR Leg Shot (weapon) ✦ At-WillAttack: Ranged 10/20 (one creature); +21 vs. AC and Reflex.Hit (AC): 4d6 + 10 damage.Hit (Reflex): The target grants combat advantage until the end of

their next turn..BR Arm Shot (weapon) ✦ At-WillAttack: Ranged 10/20 (one creature); +21 vs. AC and Fortitude.Hit (AC): 4d6 + 10 damage.Hit (Fortitude): The target is weakened until the end of their next

turn.Move ActionsApply Poison (poison) ✦ At-WillEffect: The moblin's next attack deals an additional ongoing 10 poi-

son damage (save ends), and the moblin makes a saving throw

with a +4 bonus. On a failed save it gains ongoing 10 poison (save ends) and cannot make a saving throw against the damage this turn.

Skills Athletics +18, Acrobatics +20Str 21 (+13) Dex 24 (+15) Wis 20 (+13)Con 15 (+10) Int 13 (+9) Cha 12 (+9)Alignment Chaotic Evil Languages HylianGreat Moblin L16E BruteHuge shadow humanoidHP 384; Bloodied 192 Initiative +12AC 28; Fortitude 30, Reflex 26, Will 28Speed 6 Perception +13Resist 10 untyped; Vulnerable 5 typedSaving Throws +2, Action Points 1TraitsMoblin TacticsMoblins deal an extra 2d6 damage to targets they flank and targets

who grant combat advantage.Threatening ReachA great moblin can make opportunity attacks against enemies within

3 squares of it.Lumbering BruteA great moblin is immobilized unless it is bloodied.Standard ActionsBM Greatclub (weapon) ✦ At-WillAttack: Melee 3 (one creature); +21 vs. AC.Hit: 2d12 + 19 damage. If the great moblin used this as an opportu-

nity attack, it pushes the target 1d6 squares and knocks it prone.BR Rend Earth (weapon) ✦ At-WillAttack: Ranged 10 (one creature touching the ground); +19 vs. Forti-

tude.Hit: 2d12 + 19 damage, and the target is immobilized until the end

of its next turn.Skills Athletics +14, Endurance +15, Intimidate +9Str 24 (+15) Dex 19 (+12) Wis 21 (+13)Con 22 (+10) Int 9 (+4) Cha 10 (+8)Alignment Chaotic Evil Languages Hylian

Bullbo L16 Hybrid (BC)Large shadow humanoidHP 111; Bloodied 54 Initiative +12AC 30; Fortitude 30, Reflex 27, Will 27Speed 7 Perception +16Standard ActionsBM Gore ✦ At-WillAttack: Melee 1 (one creature); +21 vs. AC.Hit: 3d8 + 10 damage (4d8 + 10 when bloodied).M Rabid Charger (mount) ✦ At-WillEffect: When it charges, the bullbo can make a gore attack in addi-

tion to its rider's attack.C Ground Stomp (feat, psychic, thunder) ✦ EncounterAttack: Close burst 2 (each creature in burst touching the ground);

+21 vs. Fortitude, Reflex, and Will.Hit (Fortitude): 2d8 + 10 thunder damage.Hit (Reflex): The target is knocked prone.Hit (Will): Ongoing 10 psychic damage (save ends).Triggered ActionsFurious Charger ✦ Recharge 4Trigger: The bullbo hits with a gore attack after a charge.Effect (Free Action): The bullbo pushes the target 2 squares and

knocks it prone.Death Strike ✦ EncounterTrigger: The bullbo drops to 0 hit points.Effect (No Action): The bullbo makes a gore attack.

Page 29: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Skills Athletics +17, Endurance +21Str 18 (+12) Dex 19 (+12) Wis 17 (+11)Con 26 (+16) Int 2 (+4) Cha 9 (+7)Alignment Unaligned Languages NoneGhini L16E SoldierMedium shadow animateHP 294; Bloodied 147 Initiative +12AC 31; Fortitude 26, Reflex 28, Will 30Speed 3, fly 6 (phasing) Perception +18Resist 10 necrotic, psychic; Vulnerable 10 radiantSaving Throws +2, Action Points 1TraitsCollective Life ForceA group of ghinis shares one hit point total. If any ghini takes dam-

age, the damage applies to this total. When the hit point total reaches 0 all ghinis die.

Standard ActionsBM Lick (fear, necrotic, psychic) ✦ At-WillAttack: Melee 1 (one creature); +19 vs. Will.Hit: 3d6 + 10 necrotic damage, and the target is horrified (save

ends). While horrified, the target takes 4d6 psychic damage whenever it deals damage to a creature other than a ghini.

M Tongue Wrap (necrotic) ✦ At-WillAttack: Melee 1 (one creature); +19 vs. Reflex.Hit: The ghini grabs the target. A grabbed target takes 10 necrotic

damage at the beginning of its turn.Move ActionsCloak of Darkness ✦ At-WillEffect: The ghini becomes invisible until it attacks.Skills Intimidate +20, Stealth +17Str 16 (+11) Dex 18 (+12) Wis 21 (+13)Con 11 (+8) Int 21 (+13) Cha 24 (+15)Alignment Chaotic Evil Languages Hylian

Icy Big Poe L16E ControllerLarge shadow humanoidHP 296; Bloodied 148 Initiative +12AC 30; Fortitude 26, Reflex 29, Will 29Speed 6, fly 6 Perception +12Resist 10 cold, necrotic, insubstantial; Vulnerable 5 fire, 10 radiantTraitsO Broken Lantern (cold, necrotic) ✦ Aura 3 (5 when bloodied)Enemies who start their turn within the aura or enter it take 2 cold

and necrotic damage per round of battle (2 in the first round, 4 in the second, etc.)

Standard ActionsBM Claw (cold, weapon) ✦ At-WillAttack: Melee 1 (one creature); +20 vs. AC and Reflex.Hit (AC): 6d4 + 4 damage.Hit (Reflex): Ongoing 10 cold damage (save ends).C Soul Blast (cold, necrotic) ✦ Recharge 5Attack: Close blast 3 (each creature in blast); +19 vs. Reflex.Hit: 6d4 + 6 cold and necrotic damage, and the target is dazed until

the end of the target's next turn.C Soul Typhoon (cold, weapon) ✦ EncounterAttack: Close burst 5 (each enemy in burst); +19 vs. AC and Reflex.Hit (AC): 6d4 + 6 damage.Hit (Reflex): Ongoing 10 cold damage (save ends).Disappear ✦ At-WillEffect: The poe becomes invisible until it attacks.Skills Arcana +18, History +18, Stealth +17Str 7 (+6) Dex 19 (+12) Wis 18 (+12)Con 12 (+9) Int 21 (+13) Cha 24 (+15)Alignment Evil Languages None

Armos Paladin L16L SoldierMedium light humanoid (construct)HP 109; Bloodied 54 Initiative +11AC 32; Fortitude 30, Reflex 26, Will 28Speed 5 Perception +13Resist 5 all, 10 radiantStandard ActionsBM Longsword of Smiting (weapon) ✦ At-WillAttack: Melee 1 (one creature); +21 vs. AC.Hit: 3d8 + 10 damage, and the target is marked until the end of the

armos paladin's next turn. If the armos paladin attacks the target or ends its turn adjacent to the target, it sustains the mark.

BR Light Tether (implement, radiant) ✦ At-WillAttack: Ranged 5 (one creature); +19 vs. Will.Hit: 3d8 + 10 radiant damage, and the armos paladin pulls the target

to an adjacent square.C Holy Pulse (implement, radiant) ✦ EncounterAttack: Close burst 3 (each enemy in burst); +19 vs. Will.Hit: The armos paladin pulls the target to an adjacent square. The

target is slowed and takes ongoing 10 radiant damage (save ends both).

Effect: All allies within the burst heal 3d10 damage.Triggered ActionsDivine Challenge ✦ At-WillTrigger: An enemy marked by the armos paladin makes an attack

that does not include the armos paladin.Effect (Free Action): The target takes 2d8 radiant damage (3d8 if the

armos paladin is bloodied).Skills Diplomacy +17, Religion +12Str 24 (+15) Dex 17 (+11) Wis 21 (+13)Con 24 (+15) Int 8 (+7) Cha 19 (+12)Alignment Evil Languages Hylian

Bombchu L16 BruteSmall fire beastHP 118; Bloodied 59 Initiative +15AC 28; Fortitude 28, Reflex 29, Will 28Speed 6, climb 6, swim 6 Perception +13Vulnerable 10 area, rangedStandard ActionsBM Bite (poison) ✦ At-WillAttack: Melee 1 (one creature); +19 vs. Fortitude.Hit: 5d4 damage, and ongoing 1d10 poison damage (save ends)C Use Bomb (fire, force) ✦ Recharge 4Attack: Close burst 1 (each creature in burst); +19 vs. Reflex.Hit: 6d6 + 9 fire and force damage.Effect: The bombchu takes 6d6 + 9 fire and force damage.Special: If the bombchu takes fire damage, it can use this attack as a

free action.C Throw Bomb (fire, force) ✦ Recharge 6Attack: Area burst 1 within 5 (each creature in burst); +19 vs. Re-

flex.Hit: 6d6 + 9 fire and force damage.Miss: Half damage.Skills Athletics +18, Acrobatics +20Str 21 (+13) Dex 24 (+15) Wis 21 (+13)Con 16 (+11) Int 4 (+5) Cha 15 (+10)Alignment Evil Languages None

Three-of-a-Kind L16 ControllerMedium time animateHP 1, see three of a kind Initiative +13AC 30; Fortitude 28, Reflex 29, Will 28

Page 30: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Speed 5 Perception +15TraitsThree of a KindThree-of-a-Kind only appear in sets of three. If all three have the

same suit active, all three die.Standard ActionsBM Slam (varies) ✦ At-WillAttack: Melee 1 (one creature); +21 vs. AC.Hit (AC): 2d10 + 7 damage, and an additional effect based on the ac-

tive suit: Spades – The target is blinded until the end of the three-of-

a-kind's next turn. Hearts – The target cannot benefit from its allies' powers

(save ends). Clubs – The target gains vulnerable 5 all (save ends). Diamonds – The target loses all enhancement bonuses to at-

tack rolls, damage rolls, and defenses (save ends).Triggered ActionsChange Suit ✦ At-WillTrigger: An enemy hits the three-of-a-kind with an attack.Effect (Free Action): The three-of-a-kind rolls 1d4 to determine its

suit. Each suit grants the three-of-a-kind a benefit as long as it is active: 1 – Spades: +2 power bonus to speed 2 – Hearts: +2 power bonus to attack rolls 3 – Clubs: +5 power bonus to damage rolls 4 – Diamonds: +2 power bonus to all defenses

Skills Athletics +18, Acrobatics +20Str 21 (+13) Dex 14 (+10) Wis 24 (+15)Con 17 (+11) Int 21 (+13) Cha 20 (+13)Alignment Evil Languages None

Pikku L16 LurkerMedium shadow humanoidHP 63; Bloodied 31 Initiative +19AC 29; Fortitude 27, Reflex 29, Will 28Speed 7 Perception +17TraitsSneak AttackPikku deal an extra 3d6 damage to targets who grant combat advan-

tage.Standard ActionsBMR Dagger ✦ At-WillAttack: Melee 1 or Ranged 5/10 (one creature); +22 vs. ACHit: 4d4 + 6 damage.M Steal ✦ At-WillRequirement: The pikku must have combat advantage.Attack: Melee 1 (one creature); +20 vs. ReflexHit: The target loses 20% of their rupees and is slowed (save ends).C Smoke Bomb ✦ Recharge 5Effect: The pikku's space and all adjacent squares become a zone of

heavily obscured squares. At the end of the pikku's next turn, the zone becomes lightly obscured. At the end of the pikku's next turn the zone ends.

Skills Stealth +20Str 15 (+10) Dex 24 (+15) Wis 18 (+12)Con 12 (+9) Int 21 (+13) Cha 21 (+13)Alignment Chatotic Evil Languages HylianFacade L16E ControllerColossal time animateHP 316; Bloodied 158 Initiative +12AC 30; Fortitude 30, Reflex 26, Will 28Speed 0 Perception +13Saving Throws +2, Action Points 1

TraitsThe Walls Have EyesFacade has line of sight and line of effect to every creature in its

room and can target any creature in the room as though it was adjacent. It ignores concealment and total concealment. It makes pitfall, block, and standard action attacks each on a different ini-tiative pass.

The Eyes are WallsAt the end of its turn, Facade's face teleports. It has a 50% chance to

teleport to another part of the dungeon, becoming untargetable, and a 50% chance to teleport to a random surface within the room. Its face is a Large creature that occupies the same space as the walls, floor, or ceiling. Only attacks that target the face can damage Facade. It does not provoke opportunity attacks.

Standard ActionsBR Floor Tile (weapon) ✦ At-WillAttack: Close burst 10 (one creature); +21 vs. AC.Hit: 2d10 + 13 damage, and Facade pushes the target 2 squares.A Fire Rain (fire) ✦ At-WillRequirements: Facade must be on the ceiling.Attack: Area burst 2 within 10 (each enemy in burst); +19 vs. Re-

flex.Hit: 1d10 + 6 fire damage, and ongoing 10 fire damage (save ends).A Mean Look (psychic) ✦ At-WillRequirements: Facade must be on a wall.Attack: Area burst 2 within 10 (each enemy in burst); +19 vs. Will.Hit: 2d10 + 6 psychic damage, and the target is immobilized (save

ends)A Chew (fire) ✦ Recharge 5Requirements: Facade must be on the floor.Attack: Area burst 2 within 10 (each enemy in burst); +19 vs. Re-

flex.Hit: 2d10 + 13 damage, and the target is removed from play (save

ends). When the target saves it appears adjacent to Facade's space.

Total Control ✦ At-WillEffect: Facade uses floor tile and a second standard action attack.Minor ActionsM Sudden Pitfall ✦ At-Will 1/roundAttack: Melee 1 (one creature); +19 vs. Reflex.Hit: The target teleports to a random space next to the ceiling. It

does not receive a saving throw to prevent this forced move-ment.

Special: If Facade is bloodied, the target can shift 1 square on a miss, and the target's space becomes a pit until the end of the en-counter.

C Make Block (force) ✦ At-Will 1/roundEffect: Facade creates 2 blocks (1d3 + 1 blocks when bloodied),

each in an unoccupied square on the floor. The block is blocking terrain. At the beginning of Facade's next turn it makes the fol-lowing attack, using the block's square as the origin:

Attack: Close burst 1 (each creature in burst); +19 vs. Reflex.Hit: 2d8 + 8 force damage.Effect: The block is destroyed.Skills Athletics +14, Endurance +15, Intimidate +9Str 24 (+15) Dex 19 (+12) Wis 21 (+13)Con 22 (+10) Int 9 (+4) Cha 10 (+8)Alignment Chaotic Evil Languages HylianSir Faechen L16 ControllerMedium time humanoidHP 136; Bloodied 68 Initiative +12AC 30; Fortitude 27, Reflex 29, Will 28Speed 4 Perception +13Traits

Page 31: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Above it AllSir Faechen begins the battle with two action points. He cannot be

damaged or targeted by creatures not adjacent to him. He can target any creature on the battlefield regardless of line of sight, line of effect, cover, or concealment.

Standard ActionsBR Grasping Roof (illusion) ✦ At-WillAttack: Ranged 20 (one creature); +19 vs. Will.Hit: 2d10 + 13 damage, and target is slowed (save ends)First Failed Saving Throw: The target is immobilized (save ends).Second Failed Saving Throw: The target is petrified (save reduces to

immobilized).C Sliding Roof ✦ Recharge 4Attack: Close burst 20 (each enemy in burst); +19 vs. Reflex.Hit: 2d10 + 13 damage, and the target is knocked prone (save ends).Alert Belfry (conjuration) ✦ At-WillEffect: 1d4 keese appear in unoccupied squares on the battlefield.

None can appear adjacent to a switch, another creature, or the space of another keese.

Skills Arcana +20, Diplomacy +18Str 14 (+10) Dex 18 (+12) Wis 21 (+13)Con 17 (+11) Int 24 (+15) Cha 21 (+13)Alignment Chaotic Evil Languages Hylian

Keese L15M LurkerTiny wind beastHP 1 Initiative +15AC 29; Fortitude 26, Reflex 28, Will 27Speed 2 (clumsy), fly 6 Perception +18Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +20 vs. AC.Hit: 8 damage.Triggered ActionsAlight ✦ At-WillTrigger: The keese takes fire or cold damage.Effect (No Action): The keese ignores the damage and gains 1 hit

point.Skills Acrobatics +20, Stealth +20Str 4 (+5) Dex 24 (+15) Wis 21 (+13)Con 13 (+9) Int 2 (+4) Cha 10 (+8)Alignment Unaligned Languages NoneGrand Facade L16E HybridAbsurd time animateHP 384; Bloodied 192 Initiative +8AC 30; Fortitude 30, Reflex 26, Will 28Speed 3 Perception +13Vulnerable 10 forceSaving Throws +2, Action Points 1TraitsFaux BuildingGrand Facade is immune to damage unless both Facade Buildings

are stunned, and when it spends an action point all effects end on both Facade Buildings. It does not provoke opportunity at-tacks. Its space is blocking terrain.

Standard ActionsC Wall Tile ✦ At-WillAttack: Close burst 10 (two creatures); +21 vs. AC.Hit: 2d10 + 13 damage, and Facade pushes the target 2 squares.Effect: Make a saving throw. On a success, Grand Facade makes a

second standard action attack. It cannot use wall tile.A Fire Gout (fire) ✦ Recharge 5Attack: Close blast 5 (each creature in blast); +19 vs. Reflex.Hit: Ongoing 15 fire damage (save ends).

A Terrifying Look (psychic, fear) ✦ Recharge 5Attack: Area burst 2 within 10 (each creature in burst); +19 vs. Will.Hit: 2d10 + 6 psychic damage, and the target is immobilized and/

takes a –2 penalty to all rolls (save ends).A Spontaneous Walls ✦ Recharge 5Effect: Grand Facade makes the following attack twice. Each wall is

a different colorAttack: Area wall 8 within 20 (each creature in area); +19 vs. Reflex.Hit: 2d10 + 6 damage, and the target is dazed until the end of its

next turn.Effect: The target is pushed out of the area and the area becomes a

zone of blocking terrain. Grand Facade places a switch on the battlefield. Hitting this switch destroys the zone of the corre-sponding color.

Skills Athletics +14, Endurance +15, Intimidate +9Str 21 (+13) Dex 10 (+8) Wis 21 (+13)Con 22 (+14) Int 17 (+11) Cha 24 (+15)Alignment Chaotic Evil Languages Hylian

Facade Building L16 ControllerHuge time animateHP 1 Initiative +6AC 30; Fortitude 30, Reflex 26, Will immuneSpeed 4 Perception +8Resist 15 all except forceTraitsActually a BuildingFacade Buildings cannot take damage. If anything would damage

them, they instead become stunned (save ends). Their space is blocking terrain.

Standard ActionsBM Building Slam ✦ At-WillAttack: Melee 1 (one creature); +21 vs. AC.Hit: 1d20 + 13 damage.C Uproot Foundation ✦ Recharge 4Attack: Close burst 1 (each creature in burst); +19 vs. Reflex.Hit: 1d20 + 6 damage, and the target is knocked prone.Str 21 (+13) Dex 6 (+6) Wis 10 (+8)Con 22 (+14) Int 3 (+4) Cha 10 (+8)Alignment Chaotic Evil Languages HylianAmy L17E ControllerMedium shadow humanoidHP 139; Bloodied 69 Initiative +12AC 31; Fortitude 27, Reflex 30, Will 30Speed 6, fly 6 (phasing) Perception +12Resist 10 necrotic, poison, insubstantial; Vulnerable 10 radiantSaving Throws +2, Action Points 1TraitsFamily BondThe poe sisters are a tightly-knit team capable of sharing information

with subtle movements or a single syllable. A poe sister is not flanked or surprised unless they are all flanked or surprised.

Standard ActionsBMR Lantern (poison, weapon) ✦ At-WillAttack: Melee 1 or Ranged 5 (one creature); +21 vs. AC and Will.Hit (AC): 5d4 + 9 poison damage.Hit (Will): The target cannot attack any creature more than 1 square

away from it. (save ends).M Soul Touch (necrotic) ✦ At-WillAttack: Melee 1 (one or two creatures); +20 vs. Will.Hit: The target is slowed and dazed (save ends both).M Whirling Lantern (fire, weapon) ✦ EncounterEffect: The poe sister moves its speed. When it moves adjacent to a

creature during this move it may make a lantern attack.

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Special: If the poe sister is invisible at the beginning of this attack it remains invisible until it finishes moving.

Move ActionsDisappear ✦ Recharge 5Effect: The poe becomes invisible until it attacks.Minor ActionsAid Another ✦ At-Will 1/roundEffect: An ally within 5 squares can make a saving throw.Skills Arcana +19, History +19, Stealth +17Str 8 (+7) Dex 19 (+12) Wis 18 (+12)Con 16 (+11) Int 21 (+14) Cha 24 (+15)Alignment Evil Languages None

Meg Clone L18M SoldierMedium shadow humanoidHP 1 Initiative AC 34; Fortitude 28, Reflex 31, Will 31Speed 6, fly 6 (phasing) Perception +19TraitsDuplicateAll Meg clones act on Meg's initiative and are visually indistinguish-

able from the original. A Meg clone is not flanked or surprised unless they are all flanked or surprised, including the original Meg.

Standard ActionsBMR Lantern (fire, necrotic, weapon) ✦ At-WillAttack: Melee 1 or Ranged 5 (one creature); +23 vs. AC.Hit: 9 fire and necrotic damage.Triggered ActionsLast Laugh (fear) ✦ At-WillTrigger: The clone takes damage.Effect (No Action): The creature who attacked the clone is restrained

until the end of its next turn.Skills Bluff +21, Stealth +17Str 8 (+8) Dex 19 (+13) Wis 10 (+9)Con 16 (+12) Int 2 (+5) Cha 25 (+16)Alignment Evil Languages NoneMeg L18E LurkerMedium shadow humanoidHP 144; Bloodied 72 Initiative +15AC 32; Fortitude 28, Reflex 31, Will 31Speed 6, fly 6 (phasing) Perception +13Resist 10 necrotic, insubstantial, see clones; Vulnerable 10 radiantSaving Throws +2, Action Points 1TraitsFamily BondThe poe sisters are a tightly-knit team capable of sharing information

with subtle movements or a single syllable. A poe sister is not flanked or surprised unless they are all flanked or surprised.

ClonesMeg has resist 5 all for each clone in the encounter. This resistance

cannot be reduced in any way besides killing clones.Whenever a clone appears, Meg makes a saving throw for each ef-

fect on her. In a success, she loses the effect. On a failure, she and all clones retain the effect.

Standard ActionsBMR Lantern (fire, necrotic, weapon) ✦ At-WillSpecial: Before or after the attack, Meg teleports 3 squares.Attack: Melee 1 or Ranged 5 (one creature); +22 vs. AC.Hit: 5d4 + 10 fire and necrotic damage, plus 5d4 bonus damage if

the target does not know she is not a clone.M Soul Touch (necrotic) ✦ At-WillAttack: Melee 1 (one or two creatures); +21 vs. Will.

Hit: The target loses one healing surge, a Meg clone appears adja-cent to it, and Meg regains 2d10 hit points.

C Ghost Tears (fear) ✦ Recharge 6Attack: Close burst 10 (each enemy in burst); +21 vs. Will.Hit: The target is dazed as long as it is within 5 squares of Meg (save

ends).Move ActionsDisappear ✦ Recharge 5Effect: The poe becomes invisible until it attacks.Clone ✦ Recharge 5Effect: Meg teleports 5 squares and three Meg clones appear in un-

occupied spaces within 3 squares of her destination.Minor ActionsAid Another ✦ At-Will 1/roundEffect: An ally within 5 squares can make a saving throw.Skills Arcana +19, Bluff +21, History +19, Stealth +17Str 8 (+8) Dex 19 (+13) Wis 19 (+13)Con 16 (+12) Int 22 (+15) Cha 25 (+16)Alignment Evil Languages None

Pengator L17 SkirmisherMedium water beastHP 106; Bloodied 53 Initiative +15AC 31; Fortitude 30, Reflex 29, Will 28Speed 6 Perception +17Vulnerable 5 piercingStandard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one creature); +22 vs. AC.Hit: 4d6 + 10 damage.M Belly Slide ✦ At-WillEffect: The pengator makes a charge attack. It can move any distance

during this charge, but it can only move orthagonally in one di-rection.

Triggered ActionsEat Projectile ✦ At-WillTrigger: A creature makes a ranged weapon attack against the pen-

gator.Effect (Immediate Interrupt): The pengator eats the projectile and ig-

nores the attack.Skills Athletics +20Str 24 (+15) Dex 21 (+13) Wis 19 (+12)Con 16 (+11) Int 6 (+6) Cha 15 (+10)Alignment Unaligned Languages None

Chilfos L17 SoldierMedium water humanoidHP 104; Bloodied 52 Initiative +15AC 33; Fortitude 30, Reflex 30, Will 30Speed 5 Perception +13Resist 15 cold, Vulnerable 10 fireTraitsO Chilling Miasma (cold) ✦ Aura 1Enemies who start their turn within the aura or enter it are marked by

the chilfos until the start of their next turn. Enemies who resist cold damage are immune to this aura.

Standard ActionsBM Ice Spear (cold, weapon) ✦ At-WillAttack: Melee 1 (one creature); +22 vs. AC.Hit: 2d10 damage and 14 cold damage.BM Slam (cold, weapon) ✦ At-WillAttack: Melee 1 (one creature); +22 vs. AC.Hit: 1d10 damage and 14 cold damage.

Page 33: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Move ActionsForm Weapon ✦ At-WillEffect: The chilfos creates an ice spear.Triggered ActionsIce Javelin (cold, weapon) ✦ At-WillTrigger: An enemy marked by the chilfos makes an attack that does

not target the chilfos.Effect (Immediate Reaction): The chilfos makes the following attack:Attack: Ranged 6/12 (one creature); +24 vs. AC.Hit: 2d10 damage and 14 cold damage.Effect: The chilfos' ice spear is destroyed.Skills Acrobatics +18, Religion +16Str 24 (+15) Dex 21 (+13) Wis 17 (+11)Con 14 (+10) Int 12 (+9) Cha 21 (+12)Alignment Evil Languages NoneFreezard L17 ArtilleryLarge water humanoidHP 78; Bloodied 39 Initiative +8AC 31; Fortitude 30, Reflex 28, Will 29Speed 0 Perception +18Immune cold; Vulnerable 10 bludgeoning, fireStandard ActionsBM Slam (cold) ✦ At-WillAttack: Melee 1 (one creature); +22 vs. AC.Hit: 3d6 + 8 cold damage.C Ice Breath (cold) ✦ At-WillAttack: Close blast 3 (each creature in blast); +20 vs. Reflex.Hit: 3d6 + 8 cold damage, and the target is immobilized (save ends).Move ActionsC Gelid Wind ✦ At-WillAttack: Close burst 2 (each creature in blast); +20 vs. Fortitude.Hit: The freezard pushes the target 4 squares.Miss: The freezard pushes the target 1 square.Skills Nature +18Str 12 (+9) Dex 11 (+8) Wis 21 (+13)Con 24 (+15) Int 21 (+13) Cha 18 (+12)Alignment Unaligned Languages None

Freezor L17 BruteLarge water humanoidHP 147; Bloodied 73 Initiative +15AC 31; Fortitude 30, Reflex 30, Will 27Speed 10 (see polar) Perception +13Resist 20 cold, 10 all; Vulnerable 20 fireTraitsPolarA freezor always faces south and can only move at full speed when

moving directly east or west. Moving diagonally costs a freezor 2 squares of movement, and moving directly north or south costs 3 squares. A freezor always grants combat advantage to a target attacking from a square north of it.

Standard ActionsBM Slam (cold, weapon) ✦ At-WillAttack: Melee 2 (one creature); +22 vs. AC.Hit: 2d8 + 6 cold damage, and the freezor grabs the target and slides

it to a square south of and adjacent to the freezor.M Double Strike (cold, weapon) ✦ At-WillEffect: The freezor makes two slam attacks. If both attacks hit the

same target, the freezor does not grab or slides the target. In-stead, the target is restrained (save ends).

Triggered ActionsContact Freeze ✦ At-Will when bloodiedTrigger: An adjacent enemy damages the freezorEffect (Free action): The freezor makes the following attack:

Attack: Melee 1 (one creature); +20 vs. Fortitude and Reflex.Hit (Fortitude): The target is slowed (save ends).Hit (Reflex): Ongoing 10 cold damage (save ends).Skills Endurance +18, Stealth +20Str 21 (+13) Dex 24 (+15) Wis 10 (+8)Con 21 (+13) Int 5 (+5) Cha 14 (+10)Alignment Evil Languages NoneKholdstare L17 SkirmisherLarge water animateHP 161; Bloodied 80 Initiative +11AC 31; Fortitude 28, Reflex 30, Will 29Speed 7 Perception +18Resist 25 cold, Vulnerable 10 fireTraitsHive MindA Kholdstare can never be flanked or surprised as long as there is

another Kholdstare in the encounter, and a creature cannot make attacks of opportunity against a Kholdstare unless no other Kholdstare can see the attacker.

Ice ShieldAll Kholdstares begin a battle in the same Huge space, protected by

a shield of ice with 161 hit points. This shield has AC 32, Forti-tude 32, and Reflex 28, is immune to attacks that target its Will, and it is immune to cold damage and vulnerable 5 fire and force. Kholdstares can only use icicle but are immune to damage while within the shield.

C Eye Lasers (cold)At initiative 0, the Kholdstares make the following attack once:Attack: A polygon where the points are the Kholdstares' eyes (each

enemy within polygon); +18 vs. Reflex.Hit: 1d8 cold damage, and the target is slowed until the end of its

next turn.Special: This attack has a +1 power bonus to attack and a +2 power

bonus to damage for each living Kholdstare.Standard ActionsBM Slam (cold) ✦ At-WillAttack: Melee 1 (one creature); +22 vs. AC.Hit: 2d10 damage plus 14 cold damage.BR Icicle (cold) ✦ Recharge 4Attack: Ranged 10 (one creature); +20 vs. Reflex.Hit: 2d10 cold damage, and the target grants combat advantage (save

ends).Move ActionsSnow Drift ✦ Recharge 4Effect: The Kholdstare shifts its speed.Skills Athletics +20, Endurance +16, Nature +17Str 24 (+15) Dex 12 (+9) Wis 21 (+13)Con 17 (+11) Int 19 (+12) Cha 14 (+10)Alignment Evil Languages HylianKaltrichter L18S Hybrid (CO)Large water animate (undead)HP 668; Bloodied 334 Initiative +9AC 33; Fortitude 32, Reflex 29, Will 30Speed 6 (hover) Perception +18Resist 15 cold, necrotic, psychic; Immune damage (see censer)Saving Throws +5, Action Points 2TraitsUnnaturally SturdyWhen an effect forces Kaltrichter to move, including via teleporta-

tion, Kaltrichter moves 1 square less than the effect specifies. When an attack would knock Kaltrichter prone, it can roll a sav-ing throw to avoid falling prone.

Censer

Page 34: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

As long as it is not bloodied, Kaltrichter is protected by the mists from its flail. The only way to disable the protection is to disrupt the energies in the flail by entering it in miniature and solving the associated puzzle. Solving the puzzle returns the solver to normal size and causes Kaltrichter to be stunned and vulnerable 15 all for one turn.

Standard ActionsBM Censer Flail (cold, psychic, weapon) ✦ At-WillAttack: Melee 3 (one creature); +23 vs. AC.Hit: 2d10 + 15 damage.Effect: The head of the flail lands in a square adjacent to the target.

This square and all squares adjacent to it are difficult terrain un-til Kaltrichter uses a weapon attack again or moves more than 4 squares from the original square. Anybody using the gnat hat is immune to this difficult terrain.

M Ice Cracker (weapon) ✦ Recharge 5Attack: Melee 3 (one creature); +23 vs. AC.Hit: 2d10 + 15 damage.Effect: Kaltrichter makes the following secondary attack twice (three

times if bloodied). The areas of the attacks cannot enter squares adjacent to each other:

Attack: Area wall 5 within 10 squares of the primary target (each en-emy in wall); +21 vs. Reflex.

Hit: The target falls prone.Effect: The area of the attack becomes a zone of difficult terrain until

the end of the encounter. Creature who enter or begin their turn in the zone take 5 cold damage. Squares of floor surrounded en-tirely by the area of the zone are destroyed.

Triggered ActionsSoul Call ✦ At-WillTrigger: An enemy ends its turn move than 5 squares away from

KaltrichterEffect (Opportunity Action): Kaltrichter makes the following attack:Attack: Close burst 10 (the triggering enemy); +21 vs. Will.Hit: Kaltrichter teleports the target 5 squares. The destination space

must be an unoccupied, existing space within 5 squares of Kaltrichter.

Minor ActionsMist Touch ✦ At-Will 1/round when bloodiedAttack: Melee 5 (one creature); +21 vs. Will.Hit: The target is petrified until the end of its next turn.Skills Endurance +16, Religion +20Str 25 (+16) Dex 14 (+11) Wis 22 (+15)Con 15 (+11) Int 18 (+13) Cha 17 (+12)Alignment Evil Languages NoneEmperor Buzz Blob L18E BruteColossal spirit beastHP 430; Bloodied 215 Initiative +9AC 31; Fortitude 28, Reflex 30, Will 29Speed 4 Perception +10Resist 20 lightning and thunder; vulnerable shaman powder (be-

comes a Cukeman, which has no other effect)Saving Throws +2, Action Points 1Standard ActionsBC Emperor Slam ✦ At-WillAttack: Close blast 3 (each creature in blast); +23 vs. AC.Hit: 3d8 + 9 damage.C Emperor Hop ✦ At-WillEffect: The emperor buzz blob jumps its speed and makes the fol-

lowing attack at the end of the jump:Attack: Close burst 1 (each creature in burst); +23 vs. AC.Hit: 3d8 + 9 damage, and the target is knocked prone.Effect: The target is pushed 5 squares to a space not adjacent to the

emperor buzz blob.

M Emperor Slap ✦ Recharge 5Attack: Melee 2 (one creature); +23 vs. AC.Hit: 5d10 + 15 damage.Triggered ActionsConductive Body ✦ At-WillTrigger: A creature damages the emperor buzz blob with a melee at-

tack.Effect (Free Action): The emperor buzz blob makes the following at-

tack:Attack: Melee 1 (the triggering enemy); +20 vs. Reflex.Hit: 3d6 + 8 lightning damage, and the target is pushed 1 square.Skills Endurance +21, Stealth +20Str 21 (+14) Dex 22 (+15) Wis 12 (+10)Con 25 (+16) Int 1 (+4) Cha 7 (+7)Alignment Evil Languages HylianVire L4E SkirmisherMedium fire humanoidHP 94; Bloodied 47 Initiative +8AC 20; Fortitude 16, Reflex 18, Will 16Speed 6, fly 6 Perception +4Saving Throws +2, Action Points 1Standard ActionsBM Claw ✦ At-WillAttack: Melee 1 (one creature); +9 vs. AC.Hit: 2d6 + 4 damage.BM Fireball (fire) ✦ At-WillAttack: Ranged 10 (one creature); +7 vs. Reflex.Hit: 2d6 + 4 fire damage.M Flyby Attack ✦ At-WillEffect: The vire flies up to 6 squares and makes one melee attack at

any point during that movement. The vire doesn’t provoke op-portunity attacks when moving away from the target of the at-tack.

Triggered ActionsMake Space ✦ At-WillTrigger: A creature damages the vire with a melee attack.Effect (Immediate Reaction): The vire makes the following attack:Attack: Melee 1 (the triggering enemy); +7 vs. Reflex.Hit: 2d6 + 4 fire damage, and the target is pushed 3 squares.Split ✦ EncounterTrigger: The vire drops to 0 hit points.Effect (No Action): Two keese appear in adjacent squares. They act

on the vire's initiative.Skills Acrobatics +11, Arcana +8, Nature +9Str 15 (+4) Dex 18 (+6) Wis 14 (+4)Con 13 (+3) Int 12 (+3) Cha 15 (+4)Alignment Chaotic Evil Languages HylianSupervire L4E SkirmisherMedium fire/shadow humanoidHP 106; Bloodied 53 Initiative +8AC 20; Fortitude 16, Reflex 18, Will 16Speed 6, fly 6 Perception +4Saving Throws +2, Action Points 1Standard ActionsBM Terror Claw ✦ At-WillAttack: Melee 1 (one creature); +9 vs. AC.Hit: 2d6 + 4 damage, and Supervire makes a secondary attack

against the same target:Attack: Melee 1 (one creature); +7 vs. Will.Hit: The target moves its speed away from Supervire via the safest

route.BM Haunting Fireball (fire, psychic) ✦ At-WillAttack: Ranged 10 (one creature); +9 vs. AC.

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Hit: 2d6 + 4 fire damage, and Supervire makes a secondary attack against the same target:

Attack: Ranged 10 (one creature); +7 vs. Will.Hit: Ongoing 5 psychic damage.MR Flyby Attack ✦ At-WillEffect: Supervire flies up to 6 squares and makes one basic attack at

any point during that movement. Supervire doesn’t provoke op-portunity attacks when moving away from the target of the at-tack.

C Wing Flap ✦ Recharge 6Attack: Close blast 3 (each creature in blast); +7 vs. AC.Hit: 2d6 + 4 damage, and the target is knocked prone.Effect: Supervire can shirt 1 square for each target of the attack.Triggered ActionsMake Space (fire) ✦ At-WillTrigger: A creature damages Supervire with a melee attack.Effect (Immediate Reaction): Supervire makes the following attack:Attack: Melee 1 (the triggering enemy); +7 vs. Reflex.Hit: 2d6 + 4 fire damage, and the target is pushed 3 squares.Split ✦ EncounterTrigger: Supervire drops to 0 hit points.Effect (No Action): Two keese appear in adjacent squares. They act

on Supervire's initiative.Skills Acrobatics +11, Arcana +8, Nature +9Str 15 (+4) Dex 18 (+6) Wis 14 (+4)Con 13 (+3) Int 12 (+3) Cha 15 (+4)Alignment Chaotic Evil Languages HylianSupervire MK II L11S SkirmisherMedium fire/shadow humanoidHP 448; Bloodied 224 Initiative +12AC 23; Fortitude 21, Reflex 21, Will 21Speed 6, fly 6 Perception +8Saving Throws +5, Action Points 2Standard ActionsBM Terror Claw ✦ At-WillAttack: Melee 1 (one creature); +16 vs. AC.Hit: 1d12 + 11 damage, and Supervire makes a secondary attack

against the same target:Attack: Melee 1 (one creature); +14 vs. Will.Hit: The target moves its speed away from Supervire via the safest

route.BR Haunting Fireball (fire, psychic) ✦ At-WillAttack: Ranged 10 (one creature); +16 vs. AC.Hit: 1d12 + 6 fire damage, and Supervire makes a secondary attack

against the same target:Attack: Ranged 10 (one creature); +14 vs. Will.Hit: Ongoing 10 psychic damage.M B (fire, necrotic) ✦ At-WillAttack: Melee 1 (one creature); +16 vs. AC.Hit: 2d12 + 11 fire and necrotic damage.Effect: Supervire grants combat advantage until the start of its next

turn.M Side B (necrotic) ✦ At-WillEffect: Before the attack, Supervire shifts 2 squares.Attack: Melee 1 (one creature); +14 vs. Reflex.Hit: 1d12 + 11 necrotic damage, and Supervire shifts its speed and

slides the target the same distance. At the end of the shift it knocks the target prone.

M Up B (necrotic) ✦ At-WillAttack: Melee 1 (one creature); +14 vs. Reflex.Hit: 1d12 + 11 necrotic damage, and Supervire shifts 3 squares and

pushes the target 3 squares.M Down B (necrotic) ✦ At-Will

Effect: If Supervire is flying, it lands in a square adjacent to the tar-get..

Attack: Melee 1 (one creature); +14 vs. Fortitude.Hit: 1d12 + 11 necrotic damage, or 2d12 + 11 necrotic damage if

Superview was flying.M Excellent Smasher ✦ At-WillEffect: Supervire makes two standard action attacks. It may not use

the same attack twice.Triggered ActionsMake Space (fire) ✦ At-WillTrigger: A creature damages Supervire with a melee attack.Effect (Immediate Reaction): Supervire makes the following attack:Attack: Melee 1 (the triggering enemy); +14 vs. Reflex.Hit: 1d12 + 11 fire damage, and the target is pushed 3 squares.Split ✦ EncounterTrigger: Supervire drops to 0 hit points.Effect (No Action): Two keese appear in adjacent squares. They act

on Supervire's initiative.Skills Acrobatics +15, Arcana +12, Diplomacy +14, Intimidate +14,

Nature +13Str 18 (+9) Dex 21 (+10) Wis 17 (+8)Con 16 (+8) Int 15 (+7) Cha 18 (+9)Alignment Chaotic Evil Languages HylianSupervire MK III L17S SkirmisherMedium fire/shadow humanoidHP 576; Bloodied 288 Initiative +17AC 29; Fortitude 27, Reflex 27, Will 27Speed 6, fly 6 Perception +13Saving Throws +5, Action Points 2Standard ActionsBM Terror Claw ✦ At-WillAttack: Melee 1 (one creature); +22 vs. AC.Hit: 2d12 + 11 damage, and Supervire makes a secondary attack

against the same target:Attack: Melee 1 (one creature); +20 vs. Will.Hit: The target moves its speed away from Supervire via the safest

route.BR Haunting Fireball (fire, psychic) ✦ At-WillAttack: Ranged 10 (one creature); +22 vs. AC.Hit: 1d12 + 12 fire damage, and Supervire makes a secondary attack

against the same target:Attack: Ranged 10 (one creature); +20 vs. Will.Hit: Ongoing 10 psychic damage.M Warlock Punch (fire, necrotic) ✦ At-WillAttack: Melee 1 (one creature); +22 vs. AC.Hit: 3d12 + 13 fire and necrotic damage.Effect: Supervire grants combat advantage until the start of its next

turn.M Flame Choke (fire) ✦ At-WillEffect: Before the attack, Supervire shifts 2 squares.Attack: Melee 1 (one creature); +20 vs. Reflex.Hit: 2d12 + 11 fire damage, and Supervire shifts its speed and slides

the target the same distance. At the end of the shift it knocks the target prone.

M Dark Dive (lightning) ✦ At-WillAttack: Melee 1 (one creature); +20 vs. Reflex.Hit: 2d12 + 11 lightning damage, and Supervire shifts 3 squares and

pushes the target 3 squares.M Wizard's Foot (necrotic) ✦ At-WillEffect: If Supervire is flying, it lands in a square adjacent to the tar-

get..Attack: Melee 1 (one creature); +20 vs. Fortitude.Hit: 2d12 + 11 necrotic damage, or 3d12 + 11 necrotic damage if

Supervire was flying.

Page 36: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

M Excellent Smasher ✦ At-WillEffect: Supervire makes two standard action attacks. It may not use

the same attack twice.Triggered ActionsMake Space (fire) ✦ At-WillTrigger: A creature damages Supervire with a melee attack.Effect (Immediate Reaction): Supervire makes the following attack:Attack: Melee 1 (the triggering enemy); +20 vs. Reflex.Hit: 2d12 + 11 fire damage, and the target is pushed 3 squares.Enrage ✦ EncounterTrigger: Supervire becomes bloodied.Effect (No Action): Supervire's size changes to Large and its melee 1

attacks become melee 2 until the end of the encounter.Split ✦ EncounterTrigger: Supervire drops to 0 hit points.Effect (No Action): Two keese appear in adjacent squares. They act

on Supervire's initiative.Skills Acrobatics +20, Arcana +17, Diplomacy +18, Intimidate +18,

Nature +18Str 21 (+13) Dex 24 (+15) Wis 20 (+13)Con 19 (+12) Int 18 (+12) Cha 21 (+13)Alignment Chaotic Evil Languages HylianSpear Knight L19 SoldierMedium time humanoidHP 125; Bloodied 62 Initiative +11AC 35; Fortitude 31, Reflex 31, Will 31Speed 5 (7 when charging) Perception +15Standard ActionsBM Spear (weapon) ✦ At-WillAttack: Melee 1 (one creature); +24 vs. AC.Hit: 4d6 damage + 12 damage, and the target is marked until the end

of the spear knight's next turn.A Deathburst Spear (necrotic, weapon) ✦ EncounterAttack: Area burst 1 within 10 (each enemy within burst); +22 vs.

Reflex.Hit: 4d6 + 12 necrotic damage.Effect: Any allies in the area gain an aura of evil energy. Until the

end of the spear knight's next turn, whenever an enemy attacks these allies, the spear knight can deal 6d6 necrotic damage to the enemy as a free action.

Minor ActionsEvil Eye ✦ At-Will 1/roundEffect: The spear knight marks a creature within 3 squares until the

end of the encounter. All of the spear knight's other marks, in-cluding marks from previous uses of this power, end.

Triggered ActionsC Withering Gaze (necrotic) ✦ At-WillTrigger: An enemy marked by the spear knight makes an attack that

does not target the spear knight.Effect (Opportunity Action): The spear knight makes the following

attack. This attack does not trigger marks:Attack: Close burst 10 (the triggering creature); +24 vs. Will.Hit: 6d6 necrotic damage.Skills Endurance +21, History +19Str 20 (+14) Dex 11 (+9) Wis 22 (+15)Con 25 (+16) Int 22 (+14) Cha 17 (+12)Alignment Evil Languages Hylian

Cannon Knight L19 ArtilleryMedium wind humanoidHP 82; Bloodied 41 Initiative +13AC 32; Fortitude 31, Reflex 32, Will 31Speed 6 Perception +20Standard Actions

BR Cannon (weapon) ✦ At-WillAttack: Ranged 10 (one creature); +24 vs. AC.Hit: 2d10 damage + 14 damage, and the cannon knight pushes the

target 3 squares or knocks it prone (cannon knight's choice).R Spreading Cannonball (force, weapon) ✦ EncounterAttack: Ranged 10 (one creature); +24 vs. AC.Hit: 2d10 damage + 14 force damage, and repeat this attack against a

creature who has not been hit by the attack this round.R Homing Cannonball (force, weapon) ✦ EncounterAttack: Ranged 10 (one creature); +24 vs. AC.Hit: 2d10 damage + 14 force damage.Miss: Repeat this attack against a creature who has not been targeted

by the attack this round.Move ActionsTake Aim ✦ At-WillEffect: The cannon knight gains a +2 bonus to the attack roll and a

+5 bonus to the damage roll of its next attack this turn.Skills Arcana +21, History +21Str 14 (+11) Dex 19 (+13) Wis 22 (+15)Con 22 (+15) Int 25 (+16) Cha 15 (+11)Alignment Evil Languages HylianBall and Chain Knight L19 BruteMedium earth humanoidHP 162; Bloodied 81 Initiative +11AC 31; Fortitude 33, Reflex 30, Will 31Speed 5 Perception +20TraitsImplacable AdvanceThe ball and chain knight is immune to forced movement. It cannot

be immobilized, restrained, or otherwise prevented from mov-ing; such effects instead slow it.

Standard ActionsBM Flail (weapon) ✦ At-WillAttack: Melee 2 (one creature); +23 vs. AC.Hit: 3d12 damage + 13 damage.C Wild Swing (weapon) ✦ EncounterAttack: Close burst 3 (all creatures within burst); +23 vs. AC. The

ball and chain knight has combat advantage against allies within the burst

Hit: 3d12 damage + 13 damage.Sustain Standard: The ball and chain knight repeats the attack. It

cannot sustain this power if it has taken any other actions this turn.

Skills Athletics +21, History +19Str 25 (+16) Dex 15 (+11) Wis 22 (+15)Con 22 (+15) Int 21 (+14) Cha 16 (+12)Alignment Evil Languages Hylian

Bow Knight L19 SkirmisherMedium water humanoidHP 121; Bloodied 60 Initiative +18AC 33; Fortitude 31, Reflex 32, Will 31Speed 6 Perception +20Standard ActionsBR Longbow (weapon) ✦ At-WillEffect: Before or after the attack, the bow knight can shift 2 squares.Attack: Ranged 10 (one creature); +24 vs. AC.Hit: 3d8 damage + 13 damage.R Penetrating Arrow (lightning, weapon) ✦ At-WillAttack: Ranged 20 (all creatures in a line orthogonal to the bow sol-dier); +24 vs. AC. Enemies do not grant cover for this attack.Hit: 2d8 + 11 lightning damage.Move ActionsTeleporting Arrow ✦ Encounter

Page 37: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Effect: The bow knight teleports to a square it can see.Skills History +21, Stealth +21Str 22 (+15) Dex 25 (+16) Wis 22 (+15)Con 21 (+14) Int 17 (+12) Cha 16 (+12)Alignment Evil Languages Hylian

Chief Soldier Elite TemplateHit Points +50 Saving Throws +2; Action Points 1Battlefield LeaderAt the beginning of its turn, a chief soldier can grant one of the fol-

lowing benefits to itself and its allies until the end of its next turn: +2 bonus to attack rolls, +5 bonus to damage rolls, +3 bonus to AC, +1 bonus to all defenses, or +2 bonus to speed.

Standard ActionsMR Lead by Example (weapon) ✦ EncounterEffect: The chief soldier makes a basic attack. If it hits, the target

takes ongoing 3d4 damage until the end of the encounter.Move ActionsAll Forward! ✦ Recharge 6Effect: The chief soldier and each of its allies within 5 squares can

make a basic attack as a free action.

Page 38: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Albert L19S ArtilleryMedium time humanoidHP 576; Bloodied 288 Initiative +11AC 31; Fortitude 29, Reflex 31, Will 30Speed 6 Perception +16Resist see falling on the sun, Immune psychicSaving Throws +5, Action Points 2Standard ActionsBM Slowly Sinking (weapon) ✦ At-WillAttack: Melee 1 (one creature); +22 vs. Will.Hit: 4d6 damage, and the target is slowed (save ends).First Failed Saving Throw: The target is immobilized (save ends).C Hit and Run (poison, weapon) ✦ At-WillAttack: Close burst 1 (each creature within burst); +22 vs. Fortitude.Hit: 4d6 poison damage.Effect: For each creature hit by this power, Albert teleports 2

squares.R Uncontrolled ✦ Recharge 5Attack: Ranged 10 (one creature); +22 vs. Fortitude.Hit: The target gains a +2 power bonus to damage rolls but takes a -

2 penalty to all defenses. The target can make saving throws as normal to end this effect; each successful save decreases the penalty by 2 but each unsuccessful save increases the penalty by 2.

R Well-Liked (charm) ✦ Recharge 5Attack: Ranged 10 (one creature); +22 vs. Will.Hit: The target is dominated (save ends).All the King's Men Reappear ✦ Recharge between phases or

when no primordial lizalfos are aliveEffect: 3d4 primordial lizalfos appear within 5 squares. They take

their turn immediately after Albert.Minor ActionsA We All Get Burned (acid, fire) ✦ At-WillAttack: Area burst 1 within 5 (each creature within burst); +22 vs.

Reflex.Hit: 3d6 acid and fire damage.Triggered ActionsFalling on the Sun ✦ At-WillTrigger: Albert reaches a threshold of 384, 192, or 0 hit points.Effect (No Action): Albert becomes stunned for one turn. During this

time, for every 10 points of damage he would take he can be pushed 1 square. If he takes falling damage while stunned, he loses one hit point and gains a +2 bonus to attack and damage rolls and a +1 bonus to speed and all defenses until the end of the encounter. Otherwise, when the stun effect ends he regains 81 hit points. In either case, all effects on him end.

Skills Arcana +22, History +22Str 17 (+12) Dex 15 (+11) Wis 24 (+16)Con 24 (+16) Int 26 (+17) Cha 21 (+14)Alignment Evil Languages All

Primordial Lizalfos L19M SoldierMedium fire humanoidHP 1 Initiative +15AC 35; Fortitude 33, Reflex 31, Will 29Resist 10 force, necroticSpeed 6 Perception +16TraitsSwarm TacticsPrimordial lizalfos mark targets as a group, and the marks of multi-

ple lizalfos do not overwrite each other. When a lizalfos marks a creature that is already marked by a lizalfos, that creature is marked twice, and so on. When a creature violates that mark,

one lizalfos may use its triggered ability for each ongoing mark on the creature. The lizalfos that make the attack do not ned to be the lizalfos who originally marked the creature.

Standard ActionsBM Come to Call (weapon) ✦ At-WillAttack: Melee 1 (one creature); +24 vs. AC.Hit: 11 damage, and the target is marked (save ends).Triggered ActionsTogether Again ✦ At-WillTrigger: A creature marked by a lizalfos makes an attack that does

not target at least one lizalfos for each mark.Effect (Opportunity Action): The primordial lizalfos shifts its speed

and makes the following attack:Attack: Melee 1 (the triggering enemy); +24 vs. AC.Hit: 11 damage, and ongoing 1 damage. This ongoing damage can-

not be removed by a saving throw and persist until the end of the encounter. If the target is already taking ongoing damage from this ability, that damage increases by 1.

Skills Athletics +21, Endurance +20Str 25 (+16) Dex 22 (+15) Wis 15 (+11)Con 22 (+15) Int 9 (+8) Cha 10 (+9)Alignment Evil Languages HylianEquipment leather armorMaria L19S SkirmisherMedium earth humanoidHP see runner Initiative +19AC 33; Fortitude 31, Reflex 32, Will 30Speed see runner Perception +14Saving Throws +5, Action Points 2TraitsI'm GoneMaria does not have hit points. Instead, her life force is measured by

her speed; for every 10 points of damage (rounded up) she takes from an attack she loses 1 square of speed. She begins the battle moving at 50 squares per round. When she reaches 20 squares per round she becomes bloodied and her speed increases to 60 squares per round. When she reaches 20 again she is defeated.

Maria is immune to effects that slow, immobilize, or restrain her, but each such effect reduces her speed by 1. Daze, stun, petrifica-tion, and like effects also reduce her speed by 1 and limit her ac-tions appropriately but do not prevent her from running.

Standard ActionsBM Stand Beside You ✦ At-WillAttack: Melee 10 (one creature); +24 vs. AC.Hit: 2d12 + 14 damage.Effect: Maria jumps to the opposite side of the Stalmold.C Enemy of Anything ✦ Recharge 5 (4 when bloodied)Attack: Close burst 20 (each creature on the Stalmold); +22 vs. Re-

flex.Hit: The target is pushed 3 squares. If the target is hanging off the

side of the Stalmold closest to Maria, it instead takes 4d12 dam-age. If the target is hanging off the side of the Stalmold opposite Maria, it instead falls off.

Miss: The target is pushed 1 square or takes 2d12 damage, as appro-priate.

A Hang Above My Head ✦ Recharge 6 (5 when bloodied)Effect: At initiative 0, the following attack occurs:Attack: Area burst 20 within 5 (each creature on the Stalmold); +22

vs. Reflex. The attack automatically misses prone targets or any target shorter than one foot.

Hit: 2d12 + 14 damage, and the target is pushed 1d8 squares toward the back of the Stalmold and is knocked prone.

A Dead and Dreaming ✦ Recharge 4 when bloodied

Page 39: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Attack: Area burst 20 within 10 (each creature on the Stalmold); +22 vs. Fortitude.

Hit: 2d12 + 14 damage, and Maria's speed increases by 1 square.Miss: Maria's speed decreases by 1 square.Effect: The Stalmold loses 1 hit point.Move ActionsTake Me Away ✦ At-WillEffect: Maria jumps to the opposite side of the Stalmold.C Feathers in my Hand ✦ Recharge 6 (5 when bloodied)Attack: Close burst 20 (each creature on the Stalmold); +22 vs. Re-

flex.Hit: The target is thrown 1d3 squares in a random direction.Miss: The target is pushed 1 square in a random direction.Offer Me Their Arms ✦ Recharge 6 (5 when bloodied)Effect: Maria summons a hand of stone in a space on the Stalmold

within 5 squares.Skills Athletics +20, Dungeoneering +19, Endurance +21Str 22 (+15) Dex 26 (+17) Wis 21 (+14)Con 24 (+16) Int 13 (+10) Cha 17 (+12)Alignment Evil Languages HylianBattlefield EffectsThe battlefield for the fight against Maria is the back of a Stalmold

moving at absurd speed. A creature cannot keep up with the bat-tle unless their speed is at least as high as Maria's. If any crea-ture intentionally ends their turn off the Stalmold and fails to keep up with Maria's speed, or if it falls off the Stalmold, it leaves the battlefield. This means it takes 20 damage and is tele-ported to the back of Stalmold's tail.

If a creature would be pushed off the Stalmold it receives a saving throw to catch onto the edge. This occurs even if the creature normally would not take damage from falling off.

The Stalmold has 9 hit points. Maria cannot damage the Stalmold, but the hands of stone can. Any attack a player makes that inten-tionally damages the Stalmold also deals 1 damage. If the Stal-mold dies, the players on it also die.

Hand of Stone L19 HazardHazard: A hand of earth and rock grows out of the Stalmold's back,

bashing anybody it can reach and tearing bones out of the Stal-mold to attack anybody it cannot.

Dungeoneering DC 27: The character knows what the hand of stone is and what its effects are.

TriggerThe trap has no trigger. It is always functioning, even if no creature

is within range. It lowers the Stalmold's speed, effectively giving Maria 1 extra square of movement as long as it exists. It attacks each round on its initiative.

Initiative +9AttackAttack: Melee 1 (one creature); +24 vs. ACHit: 1d12 + 7 damage, and the target is grabbed. A grabbed creature

has a -2 penalty to attack rolls and takes 1d12 + 7 damage at the end of their turn.

OrAttack: Ranged 5 (one creature); +24 vs. ACHit: 1d12 + 7 damage.Effect: The Stalmold loses 1 hit point.Countermeasures

As a standard action, a character can damage the hand of stone with a DC 22 Dungeoneering or Nature check. After two such successes, the hand of stone disappears. Alter-nately a creature can destroy the hand of stone. It has 20 hit points, has AC 34, Fortitude 36, and Reflex 26, is immune to attacks that target its Will, and has resist 20 all.

Henderson L19SL SoldierMedium wind humanoidHP 716; Bloodied 358 Initiative +14AC 35; Fortitude 32, Reflex 31, Will 32Speed 6 Perception +14Resist 15 lightning, radiant, thunderSaving Throws +5, Action Points 2TraitsFour WindsHenderson shifts the battlefield's winds constantly. At the beginning

of each of Henderson's turns, roll a d4:1 – Henderson is immune to melee attacks, and enemies must spend

2 squares of movement to move north. If Henderson takes fire damage, this effect ends.

2 – Henderson is immune to ranged attacks, and enemies must spend 2 squares of movement to move east. If Henderson takes force damage, this effect ends.

3 – Henderson is immune to untyped damage, and enemies must spend 2 squares of movement to move south. If Henderson takes cold damage, this effect ends.

4 – Henderson is immune to typed damage, and enemies must spend 2 squares of movement to move west. If Henderson is affected by the Deku Leaf, this effect ends.

Standard ActionsBM Instrument of Faith (weapon) ✦ At-WillAttack: Melee 2 (one creature); +24 vs. AC.Hit: 2d10 + 16 damage.C Service of the Queen (lightning, thunder) ✦ Recharge when no

target is affectedEffect: One creature within 3 squares gains a thundercloud (save

ends). While affected by the thundercloud, the creatures takes 2d10 lightning and thunder damage whenever it makes an attack roll against Henderson or the Helmaroc King.

Aftereffect: The thundercloud moves to another enemy within 3 squares. If no enemy is in range, the thundercloud ends.

C Field of Flame and Heather (fire) ✦ Recharge 6Attack: Close burst 5 (each creature within burst); +22 vs. Reflex.Hit: 2d10 + 10 fire damage, and ongoing 10 fire damage (save ends).Effect: The area of the attack become a zone of scorching wind until

the end of the encounter. Any creature who ends their turn within the zone takes a –2 penalty to all defenses (save ends).

C Sea of Pens and Feathers (force) ✦ Recharge 6Attack: Close burst 5 (each creature within burst); +22 vs. Fortitude.Hit: 2d10 + 10 force damage, and the target is slowed (save ends).Effect: The area of the attack become a zone of whipping wind until

the end of the encounter. Any creature who ends their turn within the zone is buffeted (save ends). While buffeted, at the end of a creature's turn the winds knock them prone.

Minor ActionsC Might not Make it Home (fear) ✦ At-Will 1/roundAttack: Close burst 5 (one creature within burst); +22 vs. Will.Hit: The target takes a –2 penalty to attack rolls (save ends).Triggered ActionsDeliver Me in a Black-Winged Bird ✦ At-WillTrigger: Henderson reaches 537 or 359 hit points.Effect (No Action): The Helmaroc King enters the battlefield and

Henderson mounts it.Anywhere but in Between ✦ At-WillTrigger: An enemy flanks Henderson.Effect (Opportunity Action): Henderson shifts 3 squares.Skills Diplomacy +22, History +22, Insight +19Str 24 (+16) Dex 17 (+12) Wis 21 (+14)Con 19 (+13) Int 22 (+15) Cha 26 (+17)

Page 40: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Alignment Unaligned Languages HylianHelmaroc King L19E BruteGargantuan wind beast (mount)HP 448; Bloodied 224 Initiative +13AC 31; Fortitude 32, Reflex 30, Will 31Speed 4, fly 8 Perception +19Resist 5 bludgeoningSaving Throws +2, Action Points 1TraitsGuardianHenderson takes no damage when he is mounted on the Helmaroc

King. He does not suffer from any effect but may still make sav-ing throws against them as appropriate. He may attack creatures as though he shared the Helmaroc King's space.

Standard ActionsBM Feed Me ✦ At-WillRequirement: The Helmaroc King must not have a creature grabbedAttack: Melee 3 (one creature); +23 vs. AC.Hit: 7d4 + 15 damage, and the target is pulled to a square adjacent to

the Helmaroc King and grabbed.M Bleed ✦ At-WillAttack: Melee 2 (two creatures); +23 vs. AC.Hit: 3d4 + 4 damage, and ongoing 5 damage (save ends).Each Failed Saving Throw: The ongoing damage increases by 3.Minor ActionsM In the Belly of a Black-Winged Bird ✦ At-Will 1/roundRequirement: The Helmaroc King must have a creature grabbed.Attack: Melee 3 (one creature); +22 vs. Fortitude.Hit: The Helmaroc King swallows the target. While the target is

swallowed, the target takes ongoing 15 damage and only has line of sight and line of effect to itself and the Helmaroc King. It can escape as though it was grabbed, but success returns to the Helmaroc King's mouth, where it is grabbed again.

Triggered Actions??? ✦ EncounterTrigger: The Helmaroc King becomes bloodiedEffect (No Action): The Helmaroc King drops Henderson and leaves

the battlefield. Any swallowed creature appears next to the space it occupied.

Skills Athletics +22Str 26 (+17) Dex 18 (+13) Wis 21 (+14)Con 24 (+16) Int 3 (+5) Cha 15 (+11)Alignment Evil Languages HylianKing Thistle L19S ControllerLarge water humanoidHP 716; Bloodied 358 Initiative +16AC 33; Fortitude 31, Reflex 31, Will 31Speed 6 Perception +22Resist 20 poison, 10 ranged attacksSaving Throws +5, Action Points 2TraitsFlashing Weak PointOnly one square of Thistle's space is vulnerable to damage.Standard ActionsBM Spinning Swipe ✦ At-WillAttack: Melee 2 (one creature); +24 vs. AC.Hit: 4d8 + 9 damage. If the target triggered this attack by moving, it

moves 2 squares in the direction opposite to the one it intended.BR Thorn Lance ✦ At-WillAttack: Ranged 10 (one or two creatures); +24 vs. AC.Hit: 4d8 + 9 damage, and the target gains a toxin (save ends). While

under the effects of the toxin, the target is weakened and gains half as many hit points from any healing effects.

Bubble ✦ At-Will

Effect: Thistle creates two bubbles within 5 squares (three if blood-ied). At the beginning of Thistle's turn each bubble gains one counter, and each time it takes damage it loses one counter. A bubble that takes damage when it has no counters is destroyed. When a bubble gains three counters it makes the following at-tack:

Attack: Close burst 3 (each creature in burst); +23 vs. Reflex.Hit: 2d8 + 8 damage, and the target gains an additional effect (save

ends). The effect is based on the color of the bubble.:Red – Slowed Blue – Dazed White – BlindedYellow – 2 damage for each square the target movesGreen – Provokes opportunity attacks regardless of rangeBlack – Removed from combat Miss: Half damage, and no effect.Effect: The bubble is destroyed.Move ActionsC Clean Sweep ✦ At-Will 1/roundAttack: Close blast 5 (each enemy in blast); +22 vs. Fortitude.Hit: Thistle pushes the target exactly 5 squares. The target can

choose the path they take and can cross over gaps.Leaf Rotation ✦ At-Will 1/roundEffect: Move all leaves 8 squares. They must remain in contact with

the branches at all times, and when they have finished moving they cannot overlap.

Special: This becomes a minor action when Thistle is bloodied.Triggered ActionsSpinning ✦ At-WillTrigger: Thistle is damaged three times.Effect (No Action): Thistle's weak point moves to a random direc-

tion.Skills Nature +22Str 22 (+15) Dex 24 (+16) Wis 26 (+17)Con 19 (+13) Int 15 (+11) Cha 15 (+11)Alignment Unaligned Languages Just the word “Mask”Battlefield EffectsThe water level in the battle is continually rising. Leaves enter the

battlefield at initiative 0. They remain on the battlefield for three turns until they sink below the water. If a player ends their turn in the water, the underwater vines make the following attack:

Attack: Melee 20 (one creature); +22 vs. Reflex.Hit: The target is grabbed.If a player ends their turn grabbed, the vines pull them underwater.

They must make a Constitution check each round (DC 10 + 3 per additional consecutive round spent underwater). If they failed, they are reduce to 0 hit points and begin drowning.

Page 41: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

(A) Like-Like L20 LurkerLarge water beastHP 89; Bloodied 44 Initiative +14AC 34; Fortitude 34, Reflex 30, Will 32Speed 5 Perception +21Standard ActionsBM Engulf ✦ At-WillAttack: Melee 1 (one creature); +23 vs. Reflex.Hit: The like-like engulfs the target (save ends). While engulfed the

creature has no line of sight or effect to any creature but the like-like and vice versa.

Triggered ActionsConsume ✦ At-WillTrigger: The like-like begins its turn engulfing a creature.Effect (Free Action): The like-like steals one of the engulfed crea-

ture's items. It takes items from slots in the following order, skipping artifacts and key items: arms, drawn weapon or imple-ment, head, sheathed weapon or implement, neck, hands, feet, armor. If the like-like is killed, it drops the most recently con-sumed item. All other items are destroyed.

Skills Stealth +19Str 23 (+16) Dex 18 (+14) Wis 23 (+16)Con 26 (+18) Int 2 (+6) Cha 5 (+7)

(3) Hollow Armos L20M SoldierMedium time humanoid (construct) HP 1 Initiative +15AC 35; Fortitude 33, Reflex 29, Will 31Speed 5 Perception +16Standard ActionsBM Spear (weapon) ✦ At-WillAttack: Melee 1 (one creature); +25 vs. AC.Hit: 11 damage, and the target is marked until the end of the armos'

next turn.Triggered ActionsM Retaliation ✦ At-WillTrigger: A creature marked by the armos deals damage with an at-

tack that does not include the armos.Effect (immediate reaction): The armos shifts 5 squares and makes a

spear attack against the target.Skills Athletics +21, Endurance +20Str 25 (+16) Dex 22 (+15) Wis 15 (+11)Con 22 (+15) Int 9 (+8) Cha 10 (+9)

(4) Winder L20 HazardHazard: A snake of fire moves through the areaTriggerThe trap has no trigger. It is always functioning, even if no creature

is within range. It moves each round on its initiative, always moving forward unless it hits a wall, at which point it faces 90 degrees to the right and continues. It attacks any creature whose space it moves through.

Initiative +10 Speed 7AttackAttack: Melee 0 (one creature); +23 vs. ReflexHit: 4d6 + 7 fire damage.Countermeasures

A winder can be destroyed by dealing cold damage to it three times. Attacks automatically hit it unless they target Will.

As a standard action, an adjacent character can disable the winder with a DC 25 Arcana check. After three such suc-cesses, the winder fades away.

(J) – Suited soldier (Q) – Dayalda (K) – Crow(2) Guardian Bubble L20 ControllerTiny spirit magical beastHP 116; Bloodied 58 Initiative +16AC 34; Fortitude 30, Reflex 32, Will 33Speed 2 (clumsy), fly 6 (hover) Perception +14Standard ActionsBM Slam ✦ At-WillAttack: Melee 1 (one creature); +25 vs. AC.Hit: 4d6 + 14 damage, and the target cannot make attacks until the

end of the bubble's next turn.M Steal Power ✦ EncounterAttack: Melee 1 (one creature); +23 vs. Will.Hit: The target loses one encounter power, chosen randomly.Skills Religion +16Str 17 (+13) Dex 23 (+16) Wis 18 (+14)Con 11 (+10) Int 12 (+11) Cha 26 (+18)

(6) Lost Stalfos L20 ArtilleryMedium shadow animate (undead)HP 73; Bloodied 36 Initiative +16AC 34; Fortitude 33, Reflex 32, Will 31Speed 6 Perception +15Resist 15 necrotic, poison; Vulnerable 10 radiantStandard ActionsBM Clubbing Blow (weapon) ✦ At-WillAttack: Melee 1 (one creature); +25 vs. AC.Hit: 2d10 + 9 damage.BR Bone Throw (weapon) ✦ At-WillAttack: Ranged 7 (one creature); +27 vs. AC.Hit: 3d10 + 11 damage.Triggered ActionsFlee Danger ✦ At-WillTrigger: An enemy misses the stalfos with a melee attack.Effect (Immediate Reaction): The stalfos jumps its speed and makes

a bone throw attack.Skills Athletics +23, History +16Str 26 (+18) Dex 23 (+16) Wis 21 (+15)Con 10 (+10) Int 12 (+11) Cha 14 (+12)

(8) Corrupt Skulltula L20 SkirmisherMedium forest beastHP 110; Bloodied 55 Initiative +20AC 34; Fortitude 32, Reflex 32, Will 32Speed 8, climb 8 Perception +22TraitsDeathjumpA corrupt skulltula deals 2d8 extra damage while charging.Standard ActionsBM Bite (weapon) ✦ At-WillAttack: Melee 1 (one creature); +25 vs. AC.Hit: 3d8 + 10 damage.Triggered ActionsPoison Ichor (necrotic, poison) ✦ At-WillTrigger: An enemy deals more than 27 damage to the corrupt skull-

tula in a single hitEffect (Immediate Reaction): The corrupt skulltula makes the follow-

ing attack:Attack: Close burst 1 (each creature in burst); +23 vs. Fortitude.Hit: 4d8 + 10 necrotic and poison damage.Skills Athletics +23, History +16Str 23 (+17) Dex 26 (+18) Wis 23 (+17)Con 5 (+7) Int 3 (+6) Cha 22 (+16)

Page 42: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

(5) – Encounter power (7) – Surgeless healing (K) – Exit

Page 43: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Crow (Phase 1) L20E LurkerMedium light humanoidHP 254; Bloodied 147 Initiative +20AC 34; Fortitude 32, Reflex 31, Will 33Speed 5 Perception +20Saving Throws +2, Action Points 1TraitsO Can't Ignore It ✦ Aura 1Creates who end their turn within the aura grant combat advantage to

Crow.No EscapingCrow deals 1d20 extra damage against targets granting combat ad-

vantage.Standard ActionsBM Follow After (weapon) ✦ At-WillAttack: Melee 1 (one creature); +25 vs. AC.Hit: 1d20 + 16 damage, and immediately before the end of the tar-

get's next turn Crow can shift his speed to a square adjacent to the target as a free action.

C A Little Brighter (radiant) ✦ Recharge 4Attack: Close blast 5 (each creature in blast); +23 vs. Reflex.Hit: 1d20 + 16 radiant damage, and the target is blinded (save ends).Triggered ActionsM Settle Down ✦ At-WillTrigger: A creature misses Crow with a melee attack.Effect (Immediate Reaction): Crow makes the following attack:Attack: Melee 1 (one creature); +25 vs. AC.Hit: 2d20 damage, and Crow pushes the target 1d6 squares.Can't Stop ✦ At-WillTrigger: Crow drops to 0 hit points.Effect (Free Action): Crow recharges all powers and enters his next

phase.Skills Acrobatics +21, Arcana +22, Athletics +22, Diplomacy +23,

Intimidate +23, Nature +20Str 24 (+17) Dex 23 (+16) Wis 21 (+15)Con 21 (+15) Int 24 (+17) Cha 26 (+18)Alignment Evil Languages Hylian

Crow (Phase 2) L20E SkirmisherMedium light humanoidHP 378; Bloodied 189 Initiative +18AC 34; Fortitude 31, Reflex 33, Will 32Speed 7 Perception +20Saving Throws +3, Action Points 1TraitsNo EscapingCrow deals 1d20 extra damage against targets granting combat ad-

vantage.Standard ActionsBM Turn Around and Face Me (weapon) ✦ At-WillEffect: Crow teleports his speed and makes the following attack

against a creature adjacent to his destination:Attack: Melee 1 (one creature); +25 vs. AC.Hit: 1d20 + 16 damage.C A Little Brighter (radiant) ✦ Recharge 4Attack: Close blast 5 (each creature in blast); +23 vs. Reflex.Hit: 1d20 + 16 radiant damage, and the target is blinded (save ends).C A Little Lighter (force) ✦ Recharge 4Attack: Close blast 5 (each creature in blast); +23 vs. Fortitude.Hit: 1d20 + 16 force damage, and the target is weakened (save

ends).Move ActionsC Move a Little Closer (charm, force) ✦ Recharge 3Attack: Close burst 1 (each creature in burst); +25 vs. Will.

Hit: The target must enter a space adjacent to Crow during its next turn. If it does not, it takes 1d20 force damage at the end of its next.

Triggered ActionsM Settle Down ✦ At-WillTrigger: A creature misses Crow with a melee attack.Effect (Immediate Reaction): Crow makes the following attack:Attack: Melee 1 (one creature); +25 vs. AC.Hit: 2d20 damage, and Crow pushes the target 1d6 squares.Can't Stop ✦ At-WillTrigger: Crow drops to 0 hit points.Effect (Free Action): Crow recharges all powers and enters his next

phase.Skills Acrobatics +21, Arcana +22, Athletics +22, Diplomacy +23,

Intimidate +23, Nature +20Str 24 (+17) Dex 23 (+16) Wis 21 (+15)Con 21 (+15) Int 24 (+17) Cha 26 (+18)Alignment Evil Languages Hylian

Page 44: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

Crow (Phase 3) L20E BruteMedium light humanoidHP 442; Bloodied 221 Initiative +18AC 33; Fortitude 33, Reflex 32, Will 31Speed 6 Perception +20Saving Throws +5, Action Points 2TraitsNo EscapingCrow deals 1d20 extra damage against targets granting combat ad-

vantage.Lines of LightningCrow makes the following attack as a free action the beginning of

his turn:Attack: Close burst 10 (each creature in burst); +23 vs. Will.Hit: 2d4 lightning damage for each of the target's allies within 3

squares of it.Standard ActionsBM Follow After (weapon) ✦ At-WillAttack: Melee 1 (one creature); +25 vs. AC.Hit: 1d20 + 16 damage, and immediately before the end of the tar-

get's next turn Crow can shift his speed to a square adjacent to the target as a free action.

BM Never Alone (weapon) ✦ At-WillAttack: Melee 2 (one or two creatures); +25 vs. AC.Hit: 1d20 + 7 damage, and immediately before the end of the target's

next turn Crow can shift his speed to a square adjacent to the tar-get as a free action.

BM Turn Around and Face Me (weapon) ✦ At-WillEffect: Crow teleports his speed and makes the following attack

against a creature adjacent to his destination:Attack: Melee 1 (one creature); +25 vs. AC.Hit: 1d20 + 16 damage.C A Little Brighter (radiant) ✦ Recharge 4Attack: Close blast 5 (each creature in blast); +23 vs. Reflex.Hit: 1d20 + 16 radiant damage, and the target is blinded (save ends).C A Little Higher (fear, psychic) ✦ Recharge 4Attack: Close blast 5 (each creature in blast); +23 vs. Will.Hit: 1d20 + 16 psychic damage, and the target is cowed (save ends).

While cowed, if a creature ends their turn within 2 squares of Crow they take 2d20 psychic damage.

C A Little Lighter (force) ✦ Recharge 4Attack: Close blast 5 (each creature in blast); +23 vs. Fortitude.Hit: 1d20 + 16 force damage, and the target is weakened (save

ends).Never Ever End ✦ Recharge 5Effect: Crow makes two melee basic attacks, or one melee basic at-

tack and one close attack that is not expended. If he uses two melee basic attacks, he cannot target the same creature with more than one attack.

Triggered ActionsM Settle Down ✦ At-WillTrigger: A creature misses Crow with a melee attack.Effect (Immediate Reaction): Crow makes the following attack:Attack: Melee 1 (one creature); +25 vs. AC.Hit: 2d20 damage, and Crow pushes the target 1d6 squares.Skills Acrobatics +21, Arcana +22, Athletics +22, Diplomacy +23,

Intimidate +23, Nature +20Str 24 (+17) Dex 23 (+16) Wis 21 (+15)Con 21 (+15) Int 24 (+17) Cha 26 (+18)Alignment Evil Languages Hylian

Page 45: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

King of Spirits L21S HybridHuge ??? magical beastSpeed 6 Perception +20Saving Throws +5, Action Points 1 per headTraitsRound TableEach head acts on its own initiative. On its turn a head may make a

standard action and a minor action. A head can use its standard to move its speed.

UnstoppableA head can move 2 squares without provoking attacks of opportu-

nity.One BodyA head cannot be reduced below 1 hit point as long as another head

is alive. If a head only has 1 hit point, it can only use minor ac-tions unless it spends an action point. When all heads are at 1 hit point, the King of Spirits dies.

Standard ActionsBM Claw Swipe ✦ At-WillAttack: Close wall 3 (each creature or object in three contiguous squares adjacent to the King of Spirits); +26 vs. AC.Hit: 1d20 damage. If the target is an object, it is destroyed.M Trample ✦ Recharge 5 when at least one head is dazedAttack: Melee 1 (each creature between the King of Spirits and the edge of the battlefield); +25 vs. AC and Fortitude.Hit (AC): 1d20 damage.Hit (Fort): The target is knocked prone.Miss (Fort): The target is pushed out of the King of Spirit's path.Effect: The King of Spirits shifts to the edge of the battlefield.C Kneel ✦ Recharge 6 when at least two heads are dazedAttack: Close burst 5 (each creature in burst); +24 vs. Will.Hit: The target is stunned (save ends)Skills Acrobatics +21, Arcana +22, Athletics +22, Diplomacy +23,

Intimidate +23, Nature +20Str 24 (+17) Dex 23 (+16) Wis 21 (+15)Con 21 (+15) Int 24 (+17) Cha 26 (+18)Alignment Evil Languages Hylian

Lion Head L21E BruteHP 350; Bloodied 175 Initiative +18AC 35; Fortitude 35, Reflex 31, Will 33Resist 15 lightning, thunder; Vulnerable 5 coldTraitsRegal BearingThe King of Spirits gains a +2 bonus to AC during the Lion Head's

turn.Standard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one enemy); +26 vs. AC.Hit: 3d10 + 12 damage, and the target is grabbed. The King of Spir-

its can maintain the grab as a free action and can move the target at full speed without making an attack roll.

Minor ActionsM Rend ✦ At-WillAttack: Melee 1 (one enemy); +26 vs. AC.Hit: Ongoing 10 damage.Triggered ActionsM Clamp Down ✦ At-Will 1/roundTrigger: The Lion Head begins its turn with a creature grabbed.Effect (Minor Action): The Lion Head makes the following attack:Attack: Melee 1 (one grabbed enemy); +24 vs. Fortitude.Hit: 2d10 damage, and the target is immobilized until it receives a

Heal check (DC 22).

Viper Head L21E LurkerHP 350; Bloodied 175 Initiative +18AC 35; Fortitude 31, Reflex 33, Will 35Resist 15 acid, psychic; Vulnerable 5 radiantTraitsVenomous (poison)The Snake Head deals 4d4 bonus poison damage against target

granting combat advantage.Standard ActionsBM Bite ✦ At-WillAttack: Melee 1 (one enemy); +26 vs. AC.Hit (AC): 5d4 + 7 damage.Minor ActionsC Hypnotic Gaze ✦ At-WillAttack: Close burst 3 (one enemy in burst); +24 vs. Will.Hit: The Snake Head chooses a minor or move action the target must

take on its next turn.

Dragon Head L21E Skirmisher (L)HP 350; Bloodied 175 Initiative +18AC 35; Fortitude 33, Reflex 33, Will 33Resist 15 fire, radiant; insubstantial as long as another head is alive;

Vulnerable 5 necroticTraitsWingsWhen the King of Spirits moves during the Dragon Head's turn, it

has fly 6 and a +2 bonus to all defenses versus opportunity at-tacks.

Standard ActionsBM Bite (fire) ✦ At-WillAttack: Melee 2 (one enemy); +25 vs. AC and Reflex.Hit (AC): 3d6 + 8 damage.Hit (Reflex): 3d6 fire damage.C Wing Away ✦ Recharge 4Attack: Close blast 5 (each creature in blast); +24 vs. Reflex.Hit: 4d6 + 8 damage.Effect: The King of Spirits moves to an unoccupied square adjacent

to the blast areaMinor ActionsOvercome ✦ At-WillEffect: One effect on one of the King of Spirit's heads ends.

Goat Head L21E ControllerHP 350; Bloodied 175 Initiative +18AC 35; Fortitude 33, Reflex 35, Will 31Resist 15 cold, force; Vulnerable 5 fireTraitsHard-HeadedThe King of Spirits has resist 10 all during the Goat Head's turn.Standard ActionsBM Gore ✦ At-WillAttack: Melee 1 (one enemy); +25 vs. AC and Fortitude.Hit (AC): 4d8 + 11 damage.Hit (Fortitude): The target is knocked prone.C Upturn Earth ✦ Recharge 4Attack: Close blast 3 (each creature in blast); +24 vs. Fortitude.Hit: 4d8 + 11 damage, and the target is pushed 1d6 squares.Miss: The target is pushed 1 square.Minor ActionsSpike Stones ✦ Recharge when bloodiedEffect: The Ram Head creates a zone in an area burst 2 within 5

squares that lasts until the end of the encounter. The zone is dif-ficult terrain, and enemy who enters the zone takes 5 damage for each square they enter.

Page 46: dmingwithcharisma.comdmingwithcharisma.com/images/ZeldaMonsters.doc  · Web viewKeese L2 Lurker. Tiny wind beast. HP 26; Bloodied 13 Initiative +8. AC 14; Fortitude 10, Reflex 14,

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