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| Monsters of Hyrule Herein lies a small bestiary of the Monsters of Hyrule, you'll find them in no particular order so pull up a chair and peruse some of our "work in progress" monsters. |
| Black Boe: HP: 3 (1d3 + 1) AC: 10 Initiative +10 Attack: Bump: +0 1d4 dmg Move: 10 Saves: Black Boes do not receive any save bonuses. Description: Black Boes are small black spheres. They are very light, almost like snowflakes, except pitch black. Noone really knows where these come from or what they're made of. Black Boes are VERY hard to spot in dark conditions. The only thing that gives them away is their red-yellow eyes. A spot check DC 20 must be made before attacking. If failed, the attacker takes -10 to all attacks vs. the Black Boe. They aren't the most fearsome creatures around, but definitely can be a nuisance when in great numbers. Black Boes can share initiative (Black Boes can all take their turns at once). The Challenge Rating for a Black Boe is 1 Blue Bubble: HP: 10 (2d6 + 4) AC: 15 (25 when lit) Initiative +2 Attack: Slam: +4 1d6 +2 dmg (DC 18 Fort save or opponent is stunned for 1d3 rounds) Move: 10m Saves: Blue Bubbles do not receive any Save bonuses Description: Blue Bubbles are the most common of their type. They have an energy flame shield that glows blue that surrounds them. The only way to turn this off is to hit it with a shield, Deku Nut or an other stunning item. The Challenge Rating for a Blue Bubble is 2 Blue Tektite: HP: 40 (8d8 + 8) AC: 18 Inititiative +4 Attacks: Slam: +7 1d8 + 2 dmg Jump Attack: +9 2d6 + 2 dmg with Knockdown (DC 14 Fort Save or opponent is knocked down) Move: 6m Saves: FT: 0 RF: 3 WL: 0 Abilities: +12 Jump Water Walking Immune to Water Description: Blue Tektites are identical in body shape to their red counterparts. Adventurers will ind that the Blue version is a little bit tougher and will pack a little more punch than the Red version. Like the Red Tektites, their Jump Attack is two-fold; a DC 20 check for the Jump and then the attack dice if the Jump succeeds. Blue Tektites also have the ability to jump and walk on water without sinking. This can give them a great advantage when facing a swimming opponent. The Challenge Rating for a Blue Tektite is 4 Bombchu Rat: HP: 15 (1d20 + 5) AC: 18 Initiative +10 Attacks: Charge & Bomb: +7 3d8+2 dmg Move: 12m Saves: FT: 0 RF: 7 WL: 0 Description: Now we know where the Bombchu got its name and design from. These rats are fearless attackers. They charge their pray and explode, killing themselves in the process. Players can make a Reflex save against this attack: 20+ to take no damage, and 17-19 to take only half damage. The explosion has a 3m radius so everyone with in that radius must make the save. Any kind of explosive attack will kill the Bombchu immediately. Arrows also work well. Body attacks can be done but this leaves the attacker vulnerable to an explosion (after they hit the Bombchu, they will have to make a Reflex Save to avoid taking damage. Bombchus get up on their hind legs before attacking so Bombchus can't attack during their first round. The Challenge Rating for a Bombchu Rat is 5 Deku Baba: HP: 4 (1d6 + 1) AC: 10 Initiative +1 Attack: Lunge: +0 1d4 dmg: Range: 1m Move: 0m Saves: Deku Babas do not receive any save bonuses. Abilities: +10 Hide in forest settings Description: Deku Babas are flowers gone terribly wrong. They will try to bite you, but really aren't very ferocious. Many times they will simply swing around in circles in the air while standing straight up. They grow back every 1d8 + 1 rounds. The Challenge Rating for a Deku Baba is 1 Deku Scrub: HP: 20 (5d6 + 5) AC: 16 Initiative +1 Attacks: Slam: +2 1d6+2 dmg Deku Shot: +4 1d6+4 dmg: Range: 20m Move: 8m Saves: FT: 0 RF: 1 WL: 0 Abilities: +4 Hide in grass +10 Hide in forest setting Description: Deku Scrubs are a small bush looking creature that typically lives in the Kokiri forest and the nearby wooded areas. They hide in a grassy or leafy area and like to suprise an enemy when they aren't looking. Deku Scrubs won't run away untill they are successfully hit. If an enemy draws near the Scrub will slam them with their whole body. When the Scrub is hit successfully they will run away at full speed and then attack the next round. They can do this after every hit they take. The Challenge Rating for a Deku Scrub is 2 Keese: HP: 8 (2d6 + 2) AC: 17 Initiative +2 Attacks: Swoop: +2 1d4+3 dmg Move: 20m Saves: Keese do not receive any save bonuses Abilities: Immune to Fire, Ice Description: Keese are small creatures that look like bats. They essentially are bats, but are simply a little tougher. The beauty of Keese in the Ocarina of Time/Majora's Mask era is their adaptability. Not only are they immune to Fire and Ice attacks, but they can fly through torches (Fire for Fire Keese, Blue Fire for Ice Keese) to beef up their attack damage. They are very frail however and normally die after one or two hits. The Challenge Rating for a Keese is 2 Red Tektite: HP: 25 (5d8 +5) AC: 17 Initiative +3 Attacks: Slam: +5 1d8+1 dmg Jump Attack: +7 2d6+1 with knockdown (DC 12 Fort save or opponent is knocked down) Move: 6m (walk) 8m (jump) Saves: FT: 0 RF: 2 WL: 0 Abilities: +10 Jump Description: Red Tektite's appear as Red Spiders but with only 4 yellow stalky legs. They jump up and down and occassionally scurry towards their prey. They typically dwell in rocky areas and jump from ledges to get the advantage. It's not uncommon for them to be found in other places though. Tektite's leap at their prey and force them to the ground so they can slam into them with their large legs. The Red Tektite's Jump Attack is two-fold: First, a Jump check must be made DC 20. If this succeeds, then the attack dice will be rolled The Challenge Rating for a Red Tektite is 3 |