diff --git a/blade_traps.md b/blade_traps.md index 4e330b0..6bcf47c 100644 --- a/blade_traps.md +++ b/blade_traps.md @@ -7,352 +7,4 @@ nav_order: 9 # Blade Traps -Blade Traps are a common hazard for dungeon-delving Heroes in Hyrule. Lurking in the dark corners of the underground, they often serve as deterrents against dawdlers. - -## Blade Trap - -Blade Traps are the most common trap. Simple devices often placed just around the corner from an open doorway, they charge in a straight line, hoping to catch visitors’ shins between their sharp blades. - - -
Blade Trap | -|||||
---|---|---|---|---|---|
Rank 1 Mechanical Trap | -|||||
- HP: 16 - | -- MP: 0 - | -- SP: 8 - | -|||
Defense: 18 (Impervious) | -Concentration: 12 | -||||
Initiative: +3 | -Evasion: 7 | -||||
Size: Medium | -Vitality: 15 | -||||
Movement: 3 (Walking) | -|||||
- Strike - | -Damage: 11 | -||||
To-Hit Check: +7 | -Range: Melee | -||||
- | |||||
- Default Weapon: Blade Trap Blade - | -|||||
(Rank 1 Metal Sword) | -|||||
Accuracy: 3 | -Attack: 6 | -Durability: 6 | -|||
- Cardinal Charger (Passive) - | -|||||
Aside from any listed attacks, this creature may only use the Charge Basic Attack. Further, it may only attack or move in cardinal directions (directly North, South, East, or West). | -|||||
- Nigh-Unstoppable (Passive) - | -|||||
This creature has +2 to resist being Grappled, Halted, Knocked Prone, Pushed, or Slowed. | -|||||
- Start from the Start (Passive) - | -|||||
Once a Blade Trap has activated and attempted to attack, it must return to its starting position before it can make another attack. - | -|||||
Instinctive Intelligence | -|||||
Immunity: Blind, Distracted, Flirt | -|||||
Combat | -5 | -Willpower | -0 | -Accuracy | -4 | -
Hearts | -4 | -Magic | -0 | -Stamina | -2 | -
Athletics | -4 | -Arcana | -0 | -Nature | -0 | -
Civilization | -0 | -Perception | -2 | -Agility | -3 | -
Fortitude | -5 | -Influence | -0 | -Command | -0 | -
Intimidate | -3 | -Discipline | -2 | -Insight | -0 | -
Mechanics | -2 | -Perform | -0 | -Guile | -0 | -
Smithing | -2 | -Enchanting | -0 | -Cooking | -0 | -
- Drops: - | -Weapon (when availble) | -||||
2x Tykogi Iron (Rank 1 Metal) | -
Chaser | -|||||
---|---|---|---|---|---|
Rank 2 Mechanical Trap | -|||||
- HP: 20 - | -- MP: 0 - | -- SP: 16 - | -|||
Defense: 26 (Impervious) | -Concentration: 13 | -||||
Initiative: +4 | -Evasion: 7 | -||||
Size: Medium | -Vitality: 16 | -||||
Movement: 4 (Walking) | -|||||
- Strike - | -Damage: 14 | -||||
To-Hit Check: +8 | -Range: Melee | -||||
- | |||||
- Boot-Cut Buzzsaw - | -Damage: 14 | -||||
8 Stamina | -Range: Melee | -||||
You cut through the foe in a straight line, ending on the other side of them. Make a Disarm attempt against the foe (Accuracy and Combat v. Vitality); on success, you knock their Leg armor off, depriving them of its use. | -|||||
- Default Weapon: Chaser's Blade - | -|||||
(Rank 2 Metal Dagger) | -|||||
Accuracy: 4 | -Attack: 8 | -Durability: 9 | -|||
- Cardinal Charger (Passive) - | -|||||
Aside from any listed attacks, this creature may only use the Charge Basic Attack. Further, it may only attack or move in cardinal directions (directly North, South, East, or West). | -|||||
- Night-Unstoppable (Passive) - | -|||||
This creature has +2 to resist being Grappled, Halted, Knocked Prone, Pushed, or Slowed. | -|||||
Instinctive Intelligence | -|||||
Immunity: Blind, Distracted, Flirt | -|||||
Combat | -6 | -Willpower | -0 | -Accuracy | -4 | -
Hearts | -5 | -Magic | -0 | -Stamina | -4 | -
Athletics | -4 | -Arcana | -0 | -Nature | -0 | -
Civilization | -0 | -Perception | -4 | -Agility | -4 | -
Fortitude | -6 | -Influence | -0 | -Command | -0 | -
Intimidate | -3 | -Discipline | -3 | -Insight | -0 | -
Mechanics | -2 | -Perform | -0 | -Guile | -0 | -
Smithing | -2 | -Enchanting | -0 | -Cooking | -0 | -
- Drops: - | -Weapon (when available) | -||||
2x Soldier Steel (Rank 2 Metal) | -
Blade Trap | +|||||
---|---|---|---|---|---|
Rank 1 Mechanical Trap | +|||||
+ HP: 16 + | ++ MP: 0 + | ++ SP: 8 + | +|||
Defense: 18 (Impervious) | +Concentration: 12 | +||||
Initiative: +3 | +Evasion: 7 | +||||
Size: Medium | +Vitality: 15 | +||||
Movement: 3 (Walking) | +|||||
+ Strike + | +Damage: 11 | +||||
To-Hit Check: +7 | +Range: Melee | +||||
+ | |||||
+ Default Weapon: Blade Trap Blade + | +|||||
(Rank 1 Metal Sword) | +|||||
Accuracy: 3 | +Attack: 6 | +Durability: 6 | +|||
+ Cardinal Charger (Passive) + | +|||||
Aside from any listed attacks, this creature may only use the Charge Basic Attack. Further, it may only attack or move in cardinal directions (directly North, South, East, or West). | +|||||
+ Nigh-Unstoppable (Passive) + | +|||||
This creature has +2 to resist being Grappled, Halted, Knocked Prone, Pushed, or Slowed. | +|||||
+ Start from the Start (Passive) + | +|||||
Once a Blade Trap has activated and attempted to attack, it must return to its starting position before it can make another attack. + | +|||||
Instinctive Intelligence | +|||||
Immunity: Blind, Distracted, Flirt | +|||||
Combat | +5 | +Willpower | +0 | +Accuracy | +4 | +
Hearts | +4 | +Magic | +0 | +Stamina | +2 | +
Athletics | +4 | +Arcana | +0 | +Nature | +0 | +
Civilization | +0 | +Perception | +2 | +Agility | +3 | +
Fortitude | +5 | +Influence | +0 | +Command | +0 | +
Intimidate | +3 | +Discipline | +2 | +Insight | +0 | +
Mechanics | +2 | +Perform | +0 | +Guile | +0 | +
Smithing | +2 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +Weapon (when availble) | +||||
2x Tykogi Iron (Rank 1 Metal) | +
Chaser | +|||||
---|---|---|---|---|---|
Rank 2 Mechanical Trap | +|||||
+ HP: 20 + | ++ MP: 0 + | ++ SP: 16 + | +|||
Defense: 26 (Impervious) | +Concentration: 13 | +||||
Initiative: +4 | +Evasion: 7 | +||||
Size: Medium | +Vitality: 16 | +||||
Movement: 4 (Walking) | +|||||
+ Strike + | +Damage: 14 | +||||
To-Hit Check: +8 | +Range: Melee | +||||
+ | |||||
+ Boot-Cut Buzzsaw + | +Damage: 14 | +||||
8 Stamina | +Range: Melee | +||||
You cut through the foe in a straight line, ending on the other side of them. Make a Disarm attempt against the foe (Accuracy and Combat v. Vitality); on success, you knock their Leg armor off, depriving them of its use. | +|||||
+ Default Weapon: Chaser's Blade + | +|||||
(Rank 2 Metal Dagger) | +|||||
Accuracy: 4 | +Attack: 8 | +Durability: 9 | +|||
+ Cardinal Charger (Passive) + | +|||||
Aside from any listed attacks, this creature may only use the Charge Basic Attack. Further, it may only attack or move in cardinal directions (directly North, South, East, or West). | +|||||
+ Night-Unstoppable (Passive) + | +|||||
This creature has +2 to resist being Grappled, Halted, Knocked Prone, Pushed, or Slowed. | +|||||
Instinctive Intelligence | +|||||
Immunity: Blind, Distracted, Flirt | +|||||
Combat | +6 | +Willpower | +0 | +Accuracy | +4 | +
Hearts | +5 | +Magic | +0 | +Stamina | +4 | +
Athletics | +4 | +Arcana | +0 | +Nature | +0 | +
Civilization | +0 | +Perception | +4 | +Agility | +4 | +
Fortitude | +6 | +Influence | +0 | +Command | +0 | +
Intimidate | +3 | +Discipline | +3 | +Insight | +0 | +
Mechanics | +2 | +Perform | +0 | +Guile | +0 | +
Smithing | +2 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +Weapon (when available) | +||||
2x Soldier Steel (Rank 2 Metal) | +
Buzz Blob | -|||||
---|---|---|---|---|---|
Rank 2 Natural Warrior | -|||||
- HP: 20 - | -- MP: 20 - | -- SP: 20 - | -|||
Defense: 3 (Civilian) | -Concentration: 14 | -||||
Initiative: +5 | -Evasion: 15 | -||||
Size: Medium | -Vitality: 14 | -||||
Movement: 4 (Walking) | -|||||
- Strike - | -Damage: 14 | -||||
To-Hit Check: +7 | -Range: Melee | -||||
- | |||||
- Urbosa's Fury - | -Damage: 14 | -||||
10 Magic | -Range: Burst 1 | -||||
Roll To-Hit target’s Concentration; on success, target is Off-Balance. | -|||||
- Default Weapon: Buzz Blob Bulb - | -|||||
(Rank 2 Natural Club) | -|||||
Accuracy: 4 | -Attack: 10 | -Durability: 7 | -|||
- Ever-Electric (Passive) - | -|||||
This creature is permanently Electrified. If struck with Earth, the creature loses its charge until the end of its next turn, and may be safely touched. | -|||||
Instinctive Intelligence | -|||||
Combat | -4 | -Willpower | -4 | -Accuracy | -4 | -
Hearts | -5 | -Magic | -5 | -Stamina | -5 | -
Athletics | -4 | -Arcana | -4 | -Nature | -4 | -
Civilization | -4 | -Perception | -3 | -Agility | -5 | -
Fortitude | -4 | -Influence | -2 | -Command | -0 | -
Intimidate | -4 | -Discipline | -4 | -Insight | -3 | -
Mechanics | -0 | -Perform | -0 | -Guile | -2 | -
Smithing | -0 | -Enchanting | -0 | -Cooking | -0 | -
- Drops: - | -3x Buzz Blob Blob (Rank 2 Monster Part) | -
Boe | -|||||
---|---|---|---|---|---|
Rank 0 Arcane Hunter Swarm | -|||||
- HP: - - | -- MP: 0 - | -- SP: 12 - | -|||
Defense: 0 (Unarmored) | -Concentration: 11 | -||||
Initiative: +3 | -Evasion: 13 | -||||
Size: Tiny | -Vitality: 10 | -||||
Movement: 4 (Walking) | -|||||
- Strike - | -Damage: 3 | -||||
To-Hit Check: +8 | -Range: Melee | -||||
- | |||||
- Default Weapon: Boe Bonk - | -|||||
(Rank 0 Natural First) | -|||||
Accuracy: 5 | -Attack: 1 | -Durability: 2 | -|||
- Natural Camouflage (Passive) - | -|||||
+5 to Agility for the purposes of Stealth checks while on terrain that matches its coloration. | -|||||
Limited Intelligence | -|||||
Combat | -2 | -Willpower | -0 | -Accuracy | -3 | -
Hearts | -- | -Magic | -0 | -Stamina | -0 | -
Athletics | -0 | -Arcana | -0 | -Nature | -2 | -
Civilization | -0 | -Perception | -2 | -Agility | -3 | -
Fortitude | -0 | -Influence | -1 | -Command | -0 | -
Intimidate | -0 | -Discipline | -1 | -Insight | -1 | -
Mechanics | -0 | -Perform | -0 | -Guile | -0 | -
Smithing | -0 | -Enchanting | -0 | -Cooking | -0 | -
- Drops: - | -(1/4th)x Boe Bits (Rank 0 Monster Part) | -
Boe | +|||||
---|---|---|---|---|---|
Rank 0 Arcane Hunter Swarm | +|||||
+ HP: - + | ++ MP: 0 + | ++ SP: 12 + | +|||
Defense: 0 (Unarmored) | +Concentration: 11 | +||||
Initiative: +3 | +Evasion: 13 | +||||
Size: Tiny | +Vitality: 10 | +||||
Movement: 4 (Walking) | +|||||
+ Strike + | +Damage: 3 | +||||
To-Hit Check: +8 | +Range: Melee | +||||
+ | |||||
+ Default Weapon: Boe Bonk + | +|||||
(Rank 0 Natural First) | +|||||
Accuracy: 5 | +Attack: 1 | +Durability: 2 | +|||
+ Natural Camouflage (Passive) + | +|||||
+5 to Agility for the purposes of Stealth checks while on terrain that matches its coloration. | +|||||
Limited Intelligence | +|||||
Combat | +2 | +Willpower | +0 | +Accuracy | +3 | +
Hearts | +- | +Magic | +0 | +Stamina | +0 | +
Athletics | +0 | +Arcana | +0 | +Nature | +2 | +
Civilization | +0 | +Perception | +2 | +Agility | +3 | +
Fortitude | +0 | +Influence | +1 | +Command | +0 | +
Intimidate | +0 | +Discipline | +1 | +Insight | +1 | +
Mechanics | +0 | +Perform | +0 | +Guile | +0 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +(1/4th)x Boe Bits (Rank 0 Monster Part) | +
Buzz Blob | +|||||
---|---|---|---|---|---|
Rank 2 Natural Warrior | +|||||
+ HP: 20 + | ++ MP: 20 + | ++ SP: 20 + | +|||
Defense: 3 (Civilian) | +Concentration: 14 | +||||
Initiative: +5 | +Evasion: 15 | +||||
Size: Medium | +Vitality: 14 | +||||
Movement: 4 (Walking) | +|||||
+ Strike + | +Damage: 14 | +||||
To-Hit Check: +7 | +Range: Melee | +||||
+ | |||||
+ Urbosa's Fury + | +Damage: 14 | +||||
10 Magic | +Range: Burst 1 | +||||
Roll To-Hit target’s Concentration; on success, target is Off-Balance. | +|||||
+ Default Weapon: Buzz Blob Bulb + | +|||||
(Rank 2 Natural Club) | +|||||
Accuracy: 4 | +Attack: 10 | +Durability: 7 | +|||
+ Ever-Electric (Passive) + | +|||||
This creature is permanently Electrified. If struck with Earth, the creature loses its charge until the end of its next turn, and may be safely touched. | +|||||
Instinctive Intelligence | +|||||
Combat | +4 | +Willpower | +4 | +Accuracy | +4 | +
Hearts | +5 | +Magic | +5 | +Stamina | +5 | +
Athletics | +4 | +Arcana | +4 | +Nature | +4 | +
Civilization | +4 | +Perception | +3 | +Agility | +5 | +
Fortitude | +4 | +Influence | +2 | +Command | +0 | +
Intimidate | +4 | +Discipline | +4 | +Insight | +3 | +
Mechanics | +0 | +Perform | +0 | +Guile | +2 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +3x Buzz Blob Blob (Rank 2 Monster Part) | +
Cheep Cheep, Common | -|||||
---|---|---|---|---|---|
Rank 1 Natural Hunter | -|||||
- HP: 12 - | -- MP: 0 - | -- SP: 12 - | -|||
Defense: 2 (Civilian) | -Concentration: 11 | -||||
Initiative: +4 | -Evasion: 14 | -||||
Size: Small | -Vitality: 13 | -||||
Movement: 6 (Swimming), 1 (Walking) | -|||||
- Spurt Water - | -Damage: 7, Water | -||||
To-Hit Check: +8 | -Range: Projectile 6 | -||||
- | |||||
- Arc Shot - | -Damage: 7, Water | -||||
4 Stamina | -Range: Projectile 12-16 | -||||
You may ignore allies, enemies, and any obstacles that do not reach higher than 6 squares above you, for determining line of sight for this attack. - | -|||||
- Jump Attack - | -Damage: 10 | -||||
6 Stamina | -Range: Jump 5, Melee | -||||
You jump towards your target in a straight line, landing next to them, even if you have already reached you maximum Movement for the turn. You are Off-Balance until the start of your next turn. This attack cannot be performed if you are Halted or Slowed. - | -|||||
- Default Weapon: Cheep Water Spurt - | -|||||
(Rank 1 Natural Rod, Water) | -|||||
Accuracy: 4 | -Attack: 5 | -Durability: 6 | -|||
- Flying Fish (Passive) - | -|||||
This creature’s Walking speed is reduced to 1. While on the surface of the water, this creature can jump as if its Athletics were 5 points higher. (Horiz. 5; Vert 4). | -|||||
Limited Intelligence | -|||||
Combat | -2 | -Willpower | -2 | -Accuracy | -4 | -
Hearts | -3 | -Magic | -0 | -Stamina | -3 | -
Athletics | -3 | -Arcana | -1 | -Nature | -2 | -
Civilization | -0 | -Perception | -1 | -Agility | -4 | -
Fortitude | -3 | -Influence | -1 | -Command | -0 | -
Intimidate | -1 | -Discipline | -1 | -Insight | -1 | -
Mechanics | -0 | -Perform | -0 | -Guile | -1 | -
Smithing | -0 | -Enchanting | -0 | -Cooking | -0 | -
- Drops: - | -5x Cheep Cheep Meat (Rank 1 Food Ingredient) | -||||
2x Cheep Cheep Fin (Rank 1 Critter, Spongy) | -
Deep Cheep | -|||||
---|---|---|---|---|---|
Rank 2 Natural Blaster | -|||||
- HP: 20 - | -- MP: 24 - | -- SP: 12 - | -|||
Defense: 8 (Medium) | -Concentration: 12 | -||||
Initiative: +5 | -Evasion: 13 | -||||
Size: Small | -Vitality: 14 | -||||
Movement: 6 (Swimming), 1 (Walking) | -|||||
- Spurt Water - | -Damage: 12, Water | -||||
To-Hit Check: +8 | -Range: Projectile 6 | -||||
- | |||||
- Bubblemath - | -Damage: 13, Water | -||||
8 Magic | -Range: Burst 1 | -||||
If the affected area is in or under water, it becomes Foaming Water. | -|||||
- Jump Attack - | -Damage: 17 | -||||
6 Stamina | -Range: Jump 6, Melee | -||||
You jump towards your target in a straight line, landing next to them, even if you have already reached you maximum Movement for the turn. You are Off-Balance until the start of your next turn. This attack cannot be performed if you are Halted or Slowed. | -|||||
- Sushie's Tidal Wave - | -Damage: 13, Water | -||||
8 Magic | -Range: Blast 3 | -||||
Roll To-Hit Target’s Concentration; on success, target is Soaked. | -|||||
- Default Weapon: Deep Cheep Water Spurt - | -|||||
(Rank 2 Natural Rod, Water) | -|||||
Accuracy: 4 | -Attack: 8 | -Durability: 9 | -|||
- Flying Fish (Passive) - | -|||||
This creature’s Walking speed is reduced to 1. While on the surface of the water, this creature can jump as if its Athletics were 5 points higher. (Horiz. 6; Vert 4). | -|||||
Limited Intelligence | -|||||
Immunity: Foaming Water | -|||||
Combat | -4 | -Willpower | -4 | -Accuracy | -4 | -
Hearts | -5 | -Magic | -6 | -Stamina | -3 | -
Athletics | -5 | -Arcana | -1 | -Nature | -3 | -
Civilization | -0 | -Perception | -3 | -Agility | -5 | -
Fortitude | -4 | -Influence | -1 | -Command | -0 | -
Intimidate | -2 | -Discipline | -2 | -Insight | -2 | -
Mechanics | -0 | -Perform | -0 | -Guile | -1 | -
Smithing | -0 | -Enchanting | -0 | -Cooking | -0 | -
- Drops: - | -5x Deep Cheep Meat (Rank 2 Food Ingredient) | -||||
2x Deep Cheep Fin (Rank 2 Critter, Spongy) | -
Cheep Cheep, Common | +|||||
---|---|---|---|---|---|
Rank 1 Natural Hunter | +|||||
+ HP: 12 + | ++ MP: 0 + | ++ SP: 12 + | +|||
Defense: 2 (Civilian) | +Concentration: 11 | +||||
Initiative: +4 | +Evasion: 14 | +||||
Size: Small | +Vitality: 13 | +||||
Movement: 6 (Swimming), 1 (Walking) | +|||||
+ Spurt Water + | +Damage: 7, Water | +||||
To-Hit Check: +8 | +Range: Projectile 6 | +||||
+ | |||||
+ Arc Shot + | +Damage: 7, Water | +||||
4 Stamina | +Range: Projectile 12-16 | +||||
You may ignore allies, enemies, and any obstacles that do not reach higher than 6 squares above you, for determining line of sight for this attack. + | +|||||
+ Jump Attack + | +Damage: 10 | +||||
6 Stamina | +Range: Jump 5, Melee | +||||
You jump towards your target in a straight line, landing next to them, even if you have already reached you maximum Movement for the turn. You are Off-Balance until the start of your next turn. This attack cannot be performed if you are Halted or Slowed. + | +|||||
+ Default Weapon: Cheep Water Spurt + | +|||||
(Rank 1 Natural Rod, Water) | +|||||
Accuracy: 4 | +Attack: 5 | +Durability: 6 | +|||
+ Flying Fish (Passive) + | +|||||
This creature’s Walking speed is reduced to 1. While on the surface of the water, this creature can jump as if its Athletics were 5 points higher. (Horiz. 5; Vert 4). | +|||||
Limited Intelligence | +|||||
Combat | +2 | +Willpower | +2 | +Accuracy | +4 | +
Hearts | +3 | +Magic | +0 | +Stamina | +3 | +
Athletics | +3 | +Arcana | +1 | +Nature | +2 | +
Civilization | +0 | +Perception | +1 | +Agility | +4 | +
Fortitude | +3 | +Influence | +1 | +Command | +0 | +
Intimidate | +1 | +Discipline | +1 | +Insight | +1 | +
Mechanics | +0 | +Perform | +0 | +Guile | +1 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +5x Cheep Cheep Meat (Rank 1 Food Ingredient) | +||||
2x Cheep Cheep Fin (Rank 1 Critter, Spongy) | +
Deep Cheep | +|||||
---|---|---|---|---|---|
Rank 2 Natural Blaster | +|||||
+ HP: 20 + | ++ MP: 24 + | ++ SP: 12 + | +|||
Defense: 8 (Medium) | +Concentration: 12 | +||||
Initiative: +5 | +Evasion: 13 | +||||
Size: Small | +Vitality: 14 | +||||
Movement: 6 (Swimming), 1 (Walking) | +|||||
+ Spurt Water + | +Damage: 12, Water | +||||
To-Hit Check: +8 | +Range: Projectile 6 | +||||
+ | |||||
+ Bubblemath + | +Damage: 13, Water | +||||
8 Magic | +Range: Burst 1 | +||||
If the affected area is in or under water, it becomes Foaming Water. | +|||||
+ Jump Attack + | +Damage: 17 | +||||
6 Stamina | +Range: Jump 6, Melee | +||||
You jump towards your target in a straight line, landing next to them, even if you have already reached you maximum Movement for the turn. You are Off-Balance until the start of your next turn. This attack cannot be performed if you are Halted or Slowed. | +|||||
+ Sushie's Tidal Wave + | +Damage: 13, Water | +||||
8 Magic | +Range: Blast 3 | +||||
Roll To-Hit Target’s Concentration; on success, target is Soaked. | +|||||
+ Default Weapon: Deep Cheep Water Spurt + | +|||||
(Rank 2 Natural Rod, Water) | +|||||
Accuracy: 4 | +Attack: 8 | +Durability: 9 | +|||
+ Flying Fish (Passive) + | +|||||
This creature’s Walking speed is reduced to 1. While on the surface of the water, this creature can jump as if its Athletics were 5 points higher. (Horiz. 6; Vert 4). | +|||||
Limited Intelligence | +|||||
Immunity: Foaming Water | +|||||
Combat | +4 | +Willpower | +4 | +Accuracy | +4 | +
Hearts | +5 | +Magic | +6 | +Stamina | +3 | +
Athletics | +5 | +Arcana | +1 | +Nature | +3 | +
Civilization | +0 | +Perception | +3 | +Agility | +5 | +
Fortitude | +4 | +Influence | +1 | +Command | +0 | +
Intimidate | +2 | +Discipline | +2 | +Insight | +2 | +
Mechanics | +0 | +Perform | +0 | +Guile | +1 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +5x Deep Cheep Meat (Rank 2 Food Ingredient) | +||||
2x Deep Cheep Fin (Rank 2 Critter, Spongy) | +
Iron Knuckle | +|||||
---|---|---|---|---|---|
Rankl 3 Civilized Warrior Heavy | +|||||
+ HP: 48 + | ++ MP: 0 + | ++ SP: 48 + | +|||
Defense: 20 (Extreme) | +Concentration: 16 | +||||
Initiative: +5 | +Evasion: 9 | +||||
Size: Medium | +Vitality: 17 | +||||
Movement: 4 (Walking) | +|||||
+ Strike + | +Damage: 21 | +||||
To-Hit Check: +8 | +Range: Melee | +||||
+ | |||||
+ Fatal Blow + | +Damage: 35 | +||||
10 Stamina | +Range: Melee | +||||
+ Use Requirement: Target is in Peril + | +|||||
- | +|||||
+ Perfect Deflection + | +Damage: - | +||||
(Reaction) | +|||||
10 Stamina | +Range: Self | +||||
+ Use Requirement: Wielding a Shield (Defensive Weapon); hit by a Burst, Cone, Line or Projectile attack + | +|||||
Roll To-Hit target’s Concentration, using your Shield. On success, you suffer no damage or ill effects from the attack, and you may repeat the attack against only its user (ignoring Range). | +|||||
+ Riposte + | +Damage: 21 | +||||
(Free Action) | +|||||
4 Stamina | +Range: Melee | +||||
When you successfully Deflect an attack with your shield, you may activate this Technique to make a follow-up Strike Basic Attack with your other equipped Weapon. | +|||||
+ Default Weapon: Darknut Sword + | +|||||
(Rank 3 Metal Sword, Darknut style) | +|||||
Accuracy: 2 | +Attack: 14 | +Durability: 14 | +|||
Darknut Shield | +|||||
(Rank 3 Metal Shield, Darknut style) | +|||||
Accuracy: 2 | +Attack: 12 | +Durability: 14 | +|||
+ Shed Armor (Passive) + | +|||||
Attacks against this creature from behind ignore half of its Defense. It then loses 3 Defense and 2 Vitality, and gains 2 Evasion and 1 Movement. This can occur up to 3 times; after that, this Passive cannot be triggered again. These changes persist until this creature next takes an Extended Rest. | +|||||
Rational Intelligence | +|||||
Combat | +7 | +Willpower | +3 | +Accuracy | +6 | +
Hearts | +6 | +Magic | +0 | +Stamina | +8 | +
Athletics | +7 | +Arcana | +3 | +Nature | +2 | +
Civilization | +5 | +Perception | +4 | +Agility | +5 | +
Fortitude | +7 | +Influence | +2 | +Command | +4 | +
Intimidate | +6 | +Discipline | +6 | +Insight | +3 | +
Mechanics | +2 | +Perform | +1 | +Guile | +5 | +
Smithing | +6 | +Enchanting | +6 | +Cooking | +0 | +
+ Drops: + | +Weapons (when available) | +||||
3x Knuckle Alloy (Rank 3 Metal) | +
Kanonnier | +|||||
---|---|---|---|---|---|
Rank 3 Civilized Blaster Heavy | +|||||
+ HP: 40 + | ++ MP: 0 + | ++ SP: 24 + | +|||
Defense: 10 (Medium) | +Concentration: 16 | +||||
Initiative: +4 | +Evasion: 12 | +||||
Size: Medium | +Vitality: 16 | +||||
Movement: 4 (Walking) | +|||||
+ Launch Shell (Bomb) + | +Damage: 16 | +||||
To-Hit Check: +8 | +Range: Blast 3 | +||||
Center has to be within 25 squares. +Consumes 1x Bomb +Ignores Defense | +|||||
+ Launch Shell (Cannonball) + | +Damage: 36 | +||||
To-Hit Check: +8 | +Range: Projectile 25 | +||||
Consumes 1x Cannonball | +|||||
+ Default Weapon: Darknut Cannon + | +|||||
(Rank 3 Heavy Weapon, Darknut style) | +|||||
+ Ammunition: 3x Bombs, 2x Rank 3 Cannonballs + | +|||||
Accuracy: 2 | +Attack: 8 | +Durability: 14 | +|||
+ Quick Heavy Weapon Rules (Explanation) + | +|||||
• When pushing a Heavy Weapon, move as if Slowed. +• Heavy Weapons cannot be pushed over Difficult Terrain. +• Heavy Weapons cannot be moved and fired in the same turn. +• Loading a Heavy Weapon is a Minor Action. Firing it is a Standard. +(See "Rebuild the Wild" for more details on Heavy Weapons.) | +|||||
+ Shed Armor (Passive) + | +|||||
Attacks against this creature from behind ignore half of its Defense. It then loses 3 Defense and 2 Vitality, and gains 2 Evasion and 1 Movement. This can occur up to 3 times; after that, this Passive cannot be triggered again. These changes persist until this creature next takes an Extended Rest. | +|||||
Rational Intelligence | +|||||
Combat | +4 | +Willpower | +2 | +Accuracy | +6 | +
Hearts | +5 | +Magic | +0 | +Stamina | +4 | +
Athletics | +6 | +Arcana | +2 | +Nature | +2 | +
Civilization | +6 | +Perception | +6 | +Agility | +4 | +
Fortitude | +6 | +Influence | +4 | +Command | +2 | +
Intimidate | +7 | +Discipline | +6 | +Insight | +3 | +
Mechanics | +6 | +Perform | +1 | +Guile | +2 | +
Smithing | +6 | +Enchanting | +2 | +Cooking | +0 | +
+ Drops: + | +Weapons & Ammunition (when available) (Cannon deconstructs to 1x Rank 3 Monster Part and 2x Rank 3 Metal) | +||||
3x Knuckle Alloy (Rank 3 Metal) | +
Mazura | +|||||
---|---|---|---|---|---|
Rank 3 Civilized Rallier Heavy | +|||||
+ HP: 48 + | ++ MP: 0 + | ++ SP: 36 + | +|||
Defense: 13 (Heavy) | +Concentration: 17 | +||||
Initiative: +5 | +Evasion: 12 | +||||
Size: Medium | +Vitality: 16 | +||||
Movement: 4 (Walking) | +|||||
+ Strike + | +Damage: 22 | +||||
To-Hit Check: +9 | +Range: Melee | +||||
+ | |||||
+ Call to Arms + | +Damage: 22 | +||||
5 Stamina | +Range: Melee | +||||
One ally within 7 squares may, as a Reaction, make a Basic Attack +against a foe you struck with this attack. | +|||||
+ Commander's Call + | +Damage: - | +||||
(Minor Action) | +|||||
3 Stamina | +Range: 1 Ally in 7 squares | +||||
The target may choose one: +• Move half their Movement +• End the Distracted condition +• End the Off-Balance condition +• Perform a Minor Action | +|||||
+ Shield Wall's Clarion + | +Damage: - | +||||
10 Stamina | +Range: Burst 4 | +||||
As a Reaction, you and all allies in range may use the Defend action. | +|||||
+ Default Weapon: Darknut Maul + | +|||||
(Rank 3 Metal Bat, Darknut style) | +|||||
Accuracy: 3 | +Attack: 16 | +Durability: 13 | +|||
+ Shed Armor (Passive) + | +|||||
Attacks against this creature from behind ignore half of its Defense. It then loses 3 Defense and 2 Vitality, and gains 2 Evasion and 1 Movement. This can occur up to 3 times; after that, this Passive cannot be triggered again. These changes persist until this creature next takes an Extended Rest. | +|||||
Rational Intelligence | +|||||
Combat | +6 | +Willpower | +3 | +Accuracy | +6 | +
Hearts | +6 | +Magic | +0 | +Stamina | +6 | +
Athletics | +6 | +Arcana | +3 | +Nature | +2 | +
Civilization | +6 | +Perception | +5 | +Agility | +6 | +
Fortitude | +6 | +Influence | +2 | +Command | +7 | +
Intimidate | +6 | +Discipline | +7 | +Insight | +4 | +
Mechanics | +2 | +Perform | +1 | +Guile | +5 | +
Smithing | +6 | +Enchanting | +4 | +Cooking | +0 | +
+ Drops: + | +Weapons (when available) | +||||
3x Knuckle Alloy (Rank 3 Metal) | +
Rebonak | +|||||
---|---|---|---|---|---|
Rank 3 Civilized Protector Heavy | +|||||
+ HP: 48 + | ++ MP: 0 + | ++ SP: 48 + | +|||
Defense: 20 (Extreme) | +Concentration: 15 | +||||
Initiative: +4 | +Evasion: 8 | +||||
Size: Medium | +Vitality: 18 | +||||
Movement: 3 (Walking) | +|||||
+ Stab + | +Damage: 19 | +||||
To-Hit Check: +9 | +Range: Line 2 | +||||
+ | |||||
+ Koridai Countenance + | +Damage: - | +||||
(Minor Action) | +|||||
2 Stamina | +Range: 1 target in 4 squares | +||||
Roll To-Hit target’s Concentration; on success, they are Distracted by you until the end of their next turn. | +|||||
+ Rebonak's Retort + | +Damage: 19 | +||||
(Reaction) | +|||||
3 Stamina | +Range: Melee | +||||
+ Use Requirement: An ally you can see is struck by a foe you can see. + | +|||||
You may move half your Movement towards the foe. Roll To-Hit target’s Concentration; on success, they are Distracted by you until the end of their next turn. | +|||||
+ Threatening Blow + | +Damage: 19 | +||||
4 Stamina | +Range: Melee | +||||
Roll To-Hit target’s Concentration. On success, you may select one other foe you can see. Both your original target and the additional target are Distracted by you until the end of your next turn. | +|||||
+ Default Weapon: Darknut Lance + | +|||||
(Rank 3 Metal Spear, Darknut style) | +|||||
Accuracy: 3 | +Attack: 13 | +Durability: 15 | +|||
+ Dragoon (Passive) + | +|||||
You may use Combat Maneuvers, Spells, and Techniques while mounted. | +|||||
+ Dragoon Charger (Passive) + | +|||||
When you Charge while mounted, add +1 to the To-Hit roll of the Strike you make. While mounted, you may Charge through the spaces of other combatants, dealing (mount’s Combat) damage to them. + | +|||||
+ Shed Armor (Passive) + | +|||||
Attacks against this creature from behind ignore half of its Defense. It then loses 3 Defense and 2 Vitality, and gains 2 Evasion and 1 Movement. This can occur up to 3 times; after that, this Passive cannot be triggered again. These changes persist until this creature next takes an Extended Rest. | +|||||
Rational Intelligence | +|||||
Combat | +6 | +Willpower | +2 | +Accuracy | +6 | +
Hearts | +6 | +Magic | +0 | +Stamina | +8 | +
Athletics | +7 | +Arcana | +2 | +Nature | +2 | +
Civilization | +5 | +Perception | +3 | +Agility | +4 | +
Fortitude | +8 | +Influence | +2 | +Command | +6 | +
Intimidate | +8 | +Discipline | +5 | +Insight | +3 | +
Mechanics | +2 | +Perform | +1 | +Guile | +2 | +
Smithing | +6 | +Enchanting | +6 | +Cooking | +0 | +
+ Drops: + | +Weapons (when available) | +||||
3x Knuckle Alloy (Rank 3 Metal) | +
Deku Baba | +|||||
---|---|---|---|---|---|
Rank 1 Natural Protector | +|||||
+ HP: 12 + | ++ MP: 0 + | ++ SP: 12 + | +|||
Defense: 4 (Light) | +Concentration: 11 | +||||
Initiative: +5 | +Evasion: 15 | +||||
Size: Medium | +Vitality: 14 | +||||
Movement: None | +|||||
+ Strike + | +Damage: 8 | +||||
To-Hit Check: +7 | +Range: Melee | +||||
+ | |||||
+ Stretching Lunge + | +Damage: 8 | +||||
(Reaction) | +|||||
4 Stamina | +Range: Melee | +||||
+ Use Requirement: A foe enters a square within your reach, and you are not Stretched Out. + | +|||||
You attempt to stretch into the square the foe entered. Roll To-Hit Target’s Concentration; on success, target is Pushed 1 square in a direction of your choice. | +|||||
+ Uppercut + | +Damage: 8 | +||||
4 Stamina | +Range: Melee | +||||
Push the target back one square. | +|||||
+ Default Weapon: Deku Baba Bite + | +|||||
(Rank 1 Natural Dagger) | +|||||
Accuracy: 4 | +Attack: 5 | +Durability: 6 | +|||
+ Stretchy 2 (Passive) + | +|||||
This creature can stretch out two squares in any direction, regardless of this creature’s movement methods, occupying up to three squares in a row simultaneously. It originates attacks from its outstretched end. It cannot move while stretched. It can be damaged anywhere along its length. | +|||||
+ Weak Wood (Weak Point) + | +|||||
While Stretched Out, this creature’s intermediary segment is a Weak Point (but not its base or head). When struck, the creature immediately ceases being Stretched Out. | +|||||
Instinctive Intelligence | +|||||
Immunity: Forced Movement | +|||||
Vulnerability: Fire | +|||||
Combat | +3 | +Willpower | +0 | +Accuracy | +3 | +
Hearts | +3 | +Magic | +0 | +Stamina | +3 | +
Athletics | +3 | +Arcana | +0 | +Nature | +3 | +
Civilization | +0 | +Perception | +2 | +Agility | +5 | +
Fortitude | +4 | +Influence | +2 | +Command | +0 | +
Intimidate | +2 | +Discipline | +1 | +Insight | +1 | +
Mechanics | +0 | +Perform | +0 | +Guile | +2 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +1x Deku Stick (Rank 1 Wood) | +||||
2x Deku Sap (Rank 1 Monster Part) | +
Dodongo | +|||||
---|---|---|---|---|---|
Rank 2 Natural Warrior MINIBOSS | +|||||
+ HP: 64 + | ++ MP: 40 + | ++ SP: 48 + | +|||
Defense: 16 (Extreme) | +Concentration: 14 | +||||
Initiative: +5 | +Evasion: 9 | +||||
Size: Huge | +Vitality: 16 | +||||
Movement: 5 (Walking) | +|||||
+ Sweep + | +Damage: 13 | +||||
To-Hit Check: +7 | +Range: Sweep 2 | +||||
+ | |||||
+ Flame Breath + | +Damage: 11, Fire | +||||
6 Magic | +Range: Cone 2 or Projectile 8 | +||||
Roll To-Hit Target’s Vitality; on success, target is On Fire. | +|||||
+ Goron Goroll + | +Damage: - | +||||
8 Stamina (Bind) | +Range: Self | +||||
You roll into a tight, round ball. While in this stance, you resist all attacks by 4 Ranks, and your Movement is increased by 2, but you can no longer Climb, Jump, or Swim. In addition, you cannot use any Actions (Standard, Minor, or Reaction) that do not have the Goron race as a Learn or Use Requirement. You may uncurl as a Minor action during your turn, ending this stance. | +|||||
+ Inhale + | +Damage: - | +||||
4 Stamina (Bind) | +Range: Self | +||||
Increase the Range of your next Blast or Burst attack by 1; or the Range of your next Cone, Line, or Sweep attack by 2; or the Range of your next Projectile attack by 4. (For example, from Cone 2 to Cone 4). The Stamina Bound in this attack is Burned when you next use a Blast, Burst, Cone, Line, or Sweep attack. | +|||||
+ Stomp + | +Damage: 13 | +||||
10 Stamina | +Range: Blast 2 | +||||
Roll To-Hit Target’s Vitality; on success, the target is Knocked Prone. + | +|||||
+ Default Weapon: Dodongo Crunch + | +|||||
(Rank 2 Natural Sledge) | +|||||
Accuracy: 2 | +Attack: 9 | +Durability: 12 | +|||
+ Dodongo Dislikes Smoke (Weak Point) + | +|||||
Being damaged by a Bomb of any type temporarily weakens the Dodongo’s armor-like scales, and Blinds it until the end of its next turn. The first attack against the Dodongo while it is Blinded also counts as striking the Dodongo’s Weak Point. If the Bomb exploded inside the Dodongo, then the Dodongo also loses its next turn. | +|||||
+ Eat Like a Dodongo (Weak Point) + | +|||||
When this creature uses Inhale, its mouth remains open until the beginning of its next turn. If an attack is used on this creature’s mouth during this state, the attack ignores half of this creature’s Defense, but does not strike a Weak Point. If a Bomb is thrown into this creature’s open mouth, it explodes within the creature immediately, ignores all Defense, and unbinds the Stamina bound in Inhale (also removing its buff). | +|||||
+ Rolling Cutter (Passive) + | +|||||
While in a Goron Goroll, you can move through (but not end your turn in) an enemy’s space; doing so causes that enemy 2 damage, ignoring Defense. Roll To-Hit Target’s Vitality; on success, the target is knocked Prone. | +|||||
Limited Intelligence | +|||||
Resistance: Fire damage (Rank 5) | +|||||
Immunity: Heatwave weather, Lava | +|||||
Combat | +4 | +Willpower | +2 | +Accuracy | +5 | +
Hearts | +4 | +Magic | +5 | +Stamina | +6 | +
Athletics | +4 | +Arcana | +0 | +Nature | +3 | +
Civilization | +2 | +Perception | +4 | +Agility | +5 | +
Fortitude | +6 | +Influence | +0 | +Command | +0 | +
Intimidate | +5 | +Discipline | +4 | +Insight | +2 | +
Mechanics | +0 | +Perform | +0 | +Guile | +0 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +4x Dodongo Scales (Rank 2 Monster Part) | +||||
2x Bombs | +
Ghini | +|||||
---|---|---|---|---|---|
Rank 2 Arcane Warrior | +|||||
+ HP: 24 + | ++ MP: 12 + | ++ SP: 20 + | +|||
Defense: 6 (Light) | +Concentration: 13 | +||||
Initiative: +2 | +Evasion: 12 | +||||
Size: Small | +Vitality: 15 | +||||
Movement: 6 (Flying) | +|||||
+ Stab + | +Damage: 12 | +||||
To-Hit Check: +9 | +Range: Line 2 | +||||
+ | |||||
+ Ghastly Lick + | +Damage: 11, Dark | +||||
4 Magic | +Range: Melee | +||||
Roll To-Hit target’s Concentration; on success, target is Halted. | +|||||
+ Moa's Invisiblity + | +Damage: - | +||||
12 Magic | +Range: Self | +||||
You become Invisible until the end of the encounter. Being successfully struck with an attack will end the effect, as will performing an attack. | +|||||
+ Default Weapon: Ghini's Tongue + | +|||||
(Rank 2 Natural Spear) | +|||||
Accuracy: 4 | +Attack: 8 | +Durability: 10 | +|||
+ Denizen of Shadows (Passive) + | +|||||
While in total darkness, this creature is Extremely Hard to Hit. +While in dim light, this creature is Hard to Hit. +While in normal light, this creature is Dazzled. +While in bright direct light or sunlight, this creature is Blinded. | +|||||
+ Phasing (Passive) + | +|||||
This creature can pass through solid objects, walls, and floors, as if +they were Difficult Terrain. | +|||||
Limited Intelligence, Undead | +|||||
Vulnerability: Light | +|||||
Combat | +4 | +Willpower | +3 | +Accuracy | +5 | +
Hearts | +6 | +Magic | +3 | +Stamina | +5 | +
Athletics | +4 | +Arcana | +4 | +Nature | +2 | +
Civilization | +5 | +Perception | +4 | +Agility | +2 | +
Fortitude | +5 | +Influence | +0 | +Command | +0 | +
Intimidate | +3 | +Discipline | +3 | +Insight | +3 | +
Mechanics | +0 | +Perform | +0 | +Guile | +3 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +3x Ghiniplasm (Rank 2 Monster Part) | +
Moa | +|||||
---|---|---|---|---|---|
Rank 2 Arcane Hunter | +|||||
+ HP: 16 + | ++ MP: 20 + | ++ SP: 0 + | +|||
Defense: 6 (Light) | +Concentration: 15 | +||||
Initiative: +6 | +Evasion: 16 | +||||
Size: Small | +Vitality: 12 | +||||
Movement: 6 (Flying) | +|||||
+ Strike + | +Damage: 12 | +||||
To-Hit Check: +10 | +Range: Melee | +||||
+ | |||||
+ Camera + | +Damage: - | +||||
2 Magic (Bind) | +Range: Vision | +||||
You may perfectly remember what you are looking at in this exact moment – well enough to read written words, or produce a highquality reproduction by sketch. This does not provide you with details that you could not see at the time, nor any capacity to ‘zoom in’ on the mental picture. When the spell ends, your perfect recall of what you saw also ends, though you may remember it normally. | +|||||
+ Moa's Invisibility + | +Damage: - | +||||
12 Magic | +Range: Self | +||||
You become Invisible until the end of the encounter. Being successfully struck with an attack will end the effect, as will performing an attack. | +|||||
+ Tears of Flame + | +Damage: - | +||||
4 Magic | +Range: Special | +||||
Use this Spell at the beginning of your turn. For the remainder of your turn, all squares you fly over become Brushfire terrain. Against any foes you fly over, make a To-Hit roll; on success, the target is now On Fire. | +|||||
+ Default Weapon: Moa's Eye + | +|||||
(Rank 2 Natural Club) | +|||||
Accuracy: 4 | +Attack: 10 | +Durability: 7 | +|||
+ Burning Threat (Passive) + | +|||||
If you hit a foe with a Basic Attack, and they do not use a Reaction against the attack, then they are set On Fire. | +|||||
+ Bullseye (Weak Point) + | +|||||
This creature’s eye is its Weak Point, and is Hard to Hit. Once struck, this creature is Blinded, and its Weak Point cannot be struck, until the end of its next turn. | +|||||
Limited Intelligence, Undead | +|||||
Combat | +2 | +Willpower | +3 | +Accuracy | +6 | +
Hearts | +4 | +Magic | +5 | +Stamina | +0 | +
Athletics | +2 | +Arcana | +4 | +Nature | +2 | +
Civilization | +4 | +Perception | +8 | +Agility | +6 | +
Fortitude | +2 | +Influence | +0 | +Command | +0 | +
Intimidate | +3 | +Discipline | +5 | +Insight | +5 | +
Mechanics | +0 | +Perform | +0 | +Guile | +4 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +3x Moa Mote (Rank 2 Monster Part) | +
Gohma Larva | +|||||
---|---|---|---|---|---|
Rank 0 Natural Warrior Swarm | +|||||
+ HP: - + | ++ MP: 4 + | ++ SP: 8 + | +|||
Defense: 0 (Unarmored) | +Concentration: 12 | +||||
Initiative: +3 | +Evasion: 13 | +||||
Size: Small | +Vitality: 13 | +||||
Movement: 3 (Walking) | +|||||
+ Strike + | +Damage: 5 | +||||
To-Hit Check: +5 | +Range: Melee | +||||
+ | |||||
+ Weigh Down + | +Damage: 5 | +||||
6 Stamina | +Range: Weapon | +||||
Roll To-Hit Target’s Vitality; on success, the target is Slowed, and has their Evasion reduced by 1, until the end of their next turn. If the target is already affected by another creature’s Weigh Down, they are instead Halted, and the Evasion reduction stacks. | +|||||
+ Default Weapon: Gohma Larva Claw + | +|||||
(Rank 0 Natural Hand Axe) | +|||||
Accuracy: 3 | +Attack: 4 | +Durability: 2 | +|||
+ Spider's Walk (Passive) + | +|||||
This creature may cling to and walk on walls and ceilings. | +|||||
Instinctive Intelligence | +|||||
Combat | +1 | +Willpower | +1 | +Accuracy | +2 | +
Hearts | +- | +Magic | +1 | +Stamina | +2 | +
Athletics | +3 | +Arcana | +1 | +Nature | +1 | +
Civilization | +1 | +Perception | +3 | +Agility | +3 | +
Fortitude | +3 | +Influence | +0 | +Command | +0 | +
Intimidate | +2 | +Discipline | +2 | +Insight | +2 | +
Mechanics | +0 | +Perform | +0 | +Guile | +0 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +(1/4th)x Gohma Hairs (Rank 0 Monster Part) | +
Queen Gohma | +|||||
---|---|---|---|---|---|
Rank 1 Natural Warrior BOSS | +|||||
+ HP: 120 + | ++ MP: 60 + | ++ SP: 40 + | +|||
Defense: 6 (Medium) | +Concentration: 13 | +||||
Initiative: +3 | +Evasion: 11 | +||||
Size: Huge | +Vitality: 14 | +||||
Movement: 4 (Walking) | +|||||
+ Sweep + | +Damage: 11 | +||||
To-Hit Check: +6 | +Range: Sweep 2 | +||||
+ | |||||
+ Charge Shot + | +Damage: 15, Light | +||||
8 Magic | +Range: Projectile 10 | +||||
Roll To-Hit Target’s Concentration; on success, the target is knocked Prone. + | +|||||
+ Lock On + | +Damage: - | +||||
4 Stamina (Bind) | +Range: 1 target in 8 squares | +||||
You lock on to the target. Your next attack against them has a +4 on all To-Hit checks, and Burns the Bound Stamina. If they leave your line of sight, this effect ends, returning the Bound Stamina. + | +|||||
+ Rough Spin + | +Damage: 11 | +||||
12 Stamina | +Range: Burst 1 | +||||
All targets are pushed to just outside the radius of the attack. | +|||||
+ Stomp + | +Damage: 11 | +||||
10 Stamina | +Range: Blast 2 | +||||
Roll To-Hit Target’s Vitality; on success, the target is Knocked Prone. | +|||||
+ Summon Larvae + | +Damage: - | +||||
4 Stamina | +Range: Projectile 8 | +||||
You create 4 squares of Gohma Larva within range, or add 4 squares to an existing Gohma Larva swarm. Gohma Larva created this way do not provide any drops when defeated. | +|||||
+ Default Weapon: Gohma's Claw + | +|||||
(Rank 1 Natural Axe) | +|||||
Accuracy: 2 | +Attack: 9 | +Durability: 6 | +|||
+ Gohma's Eye (Weak Point) + | +|||||
This creature’s eye is its Weak Point, but it remains closed much of the time, rendering it Extremely Hard to Hit. When this creature uses Lock On, its eye remains open until the beginning of its next turn. During this time, this creature’s eye is not Hard to Hit at all. If its eye is hit, the Stamina used on Lock On is Burned (removing the buff). | +|||||
+ Spider's Walk (Passive) + | +|||||
This creature may cling to and walk on walls and ceilings. | +|||||
Limited Intelligence | +|||||
Combat | +2 | +Willpower | +3 | +Accuracy | +4 | +
Hearts | +3 | +Magic | +3 | +Stamina | +2 | +
Athletics | +4 | +Arcana | +2 | +Nature | +2 | +
Civilization | +3 | +Perception | +4 | +Agility | +3 | +
Fortitude | +4 | +Influence | +2 | +Command | +0 | +
Intimidate | +3 | +Discipline | +3 | +Insight | +3 | +
Mechanics | +0 | +Perform | +0 | +Guile | +0 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +1x Gohma Claw (Rank 1 Axe, Natural) | +||||
10x Gohma Leg (Rank 1 Monster Part) | +|||||
Small Fairies, equal to size of party | +
Goriya | +|||||
---|---|---|---|---|---|
Rank 2 Civilized Warrior Heavy | +|||||
+ HP: 32 + | ++ MP: 0 + | ++ SP: 24 + | +|||
Defense: 8 (Medium) | +Concentration: 13 | +||||
Initiative: +4 | +Evasion: 12 | +||||
Size: Medium | +Vitality: 14 | +||||
Movement: 5 (Walking) | +|||||
+ Throw 1H Weapon + | +Damage: 16 | +||||
To-Hit Check: +9 | +Range: Projectile 6 | +||||
+ | |||||
+ Orbit Throw + | +Damage: 16 | +||||
8 Stamina | +Range: Projectile 6 | +||||
This attack does not harm the target. However, it does create a Burst 1 around the target, striking all targets within that burst. | +|||||
+ Pinning Shot + | +Damage: 16 | +||||
4 Stamina | +Range: Projectile 6 | +||||
Roll To-Hit Target’s Concentration; on success, the target is Halted until the end of their next turn. | +|||||
+ Wide Return + | +Damage: 16 | +||||
6 Stamina | +Range: Projectile 6 | +||||
Make a follow-up attack against another foe within (Weapon’s Range) range of your original target. This follow-up attack deals (Weapon + Combat) damage, hits automatically, costs no Stamina, and must use the same weapon used in the original attack. This follow-up attack cannot have the same target as the original attack. + | +|||||
+ Default Weapon: Default Weapon + | +|||||
(Rank 2 Wooden Boomerang, Demon style) | +|||||
Enchantment: Perfectly Balanced, Rank 2 (+1 Crit) | +|||||
Accuracy: 4 | +Attack: 10 | +Durability: 10 | +|||
+ Grumbling Stomach (Passive) + | +|||||
This creature is almost always hungry, and is easily distracted by food. It will prioritize trying to obtain food, including Dishes set down by Heroes, and has a -2 to resist social checks that offer food. + | +|||||
+ Yiga Yadome-Jutsu (Passive) + | +|||||
You may Parry in response to Projectile attacks. | +|||||
Rational Intelligence | +|||||
Combat | +6 | +Willpower | +2 | +Accuracy | +5 | +
Hearts | +4 | +Magic | +0 | +Stamina | +4 | +
Athletics | +4 | +Arcana | +0 | +Nature | +2 | +
Civilization | +2 | +Perception | +5 | +Agility | +4 | +
Fortitude | +4 | +Influence | +2 | +Command | +1 | +
Intimidate | +4 | +Discipline | +3 | +Insight | +2 | +
Mechanics | +0 | +Perform | +1 | +Guile | +4 | +
Smithing | +6 | +Enchanting | +4 | +Cooking | +2 | +
+ Drops: + | +Weapons (when available) | +||||
2x Goriya Fur (Rank 2 Monster Part) | +|||||
40x Rupees | +
Derelict Guardian | +|||||
---|---|---|---|---|---|
Rank 1 Mechanical Blaster Heavy | +|||||
+ HP: 40 + | ++ MP: 18 + | ++ SP: 18 + | +|||
Defense: 6 (Medium) | +Concentration: 12 | +||||
Initiative: +2 | +Evasion: 10 | +||||
Size: Large | +Vitality: 14 | +||||
Movement: None | +|||||
+ Magic Salvo + | +Damage: 10, Light | +||||
To-Hit Check: +9 | +Range: Projectile 6 | +||||
+ | |||||
+ Charge Shot + | +Damage: 15, Light | +||||
8 Magic | +Range: Projectile 10 | +||||
Roll To-Hit Target’s Concentration; on success, the target is knocked Prone. | +|||||
+ Lock On + | +Damage: - | +||||
4 Stamina (Bind) | +Range: 1 target in 8 squares | +||||
You lock on to the target. Your next attack against them has a +4 on all To-Hit checks, and Burns the Bound Stamina. If they leave your line of sight, this effect ends, returning the Bound Stamina. | +|||||
+ Default Weapon: Guardian Laser Mk. I + | +|||||
(Rank 1 Natural Rod, Guardian style) | +|||||
Accuracy: 6 | +Attack: 7 | +Durability: 8 | +|||
+ Guardian's Eye (Weak Point) + | +|||||
The creature’s eye is Extremely Hard to Hit. If struck, the creature is Blinded until the end of its next turn. | +|||||
Instinctive Intelligence | +|||||
Immunity: Flirt, Disarm, Push | +|||||
Vulnerability: Ancient Weapons | +|||||
Combat | +1 | +Willpower | +3 | +Accuracy | +3 | +
Hearts | +5 | +Magic | +3 | +Stamina | +3 | +
Athletics | +1 | +Arcana | +1 | +Nature | +0 | +
Civilization | +1 | +Perception | +4 | +Agility | +2 | +
Fortitude | +4 | +Influence | +0 | +Command | +0 | +
Intimidate | +2 | +Discipline | +2 | +Insight | +0 | +
Mechanics | +0 | +Perform | +0 | +Guile | +0 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +4x Sprint (Rank 1 Ancient Material) | +
Guardian Scout | +|||||
---|---|---|---|---|---|
Rank 2 Mechanical Warrior | +|||||
+ HP: 28 + | ++ MP: 24 + | ++ SP: 24 + | +|||
Defense: 10 (Heavy) | +Concentration: 13 | +||||
Initiative: +5 | +Evasion: 11 | +||||
Size: Medium | +Vitality: 15 | +||||
Movement: 5 (Walking) | +|||||
+ Strike + | +Damage: 17 | +||||
To-Hit Check: +10 | +Range: Melee | +||||
+ | |||||
+ Magic Salvo + | +Damage: 14, Light | +||||
To-Hit Check: +11 | +Range: Projectile 6 | +||||
+ | |||||
+ Charge Shot + | +Damage: 20, Light | +||||
8 Magic | +Range: Projectile 10 | +||||
Roll To-Hit Target’s Concentration; on success, the target is knocked Prone. | +|||||
+ Spin Laser + | +Damage: 15, Light | +||||
12 Magic | +Range: Burst 2 | +||||
You create an Updraft in a Burst 1 around you until the end of your next turn. | +|||||
+ Rough Spin + | +Damage: 17 | +||||
12 Stamina | +Range: Burst 1 | +||||
All targets are pushed to just outside the radius of the attack. | +|||||
+ Default Weapon: Guardian Laser Mk. II + | +|||||
(Rank 2 Natural Rod, Guardian style) | +|||||
Accuracy: 6 | +Attack: 10 | +Durability: 11 | +|||
Guardian Sword Mk. II | +|||||
(Rank 2 Ancient Sword, Guardian style) | +|||||
Accuracy: 5 | +Attack: 11 | +Durability: 11 | +|||
Instinctive Intelligence | +|||||
Immunity: Flirt, Disarm | +|||||
Vulnerability: Ancient weapons | +|||||
Combat | +6 | +Willpower | +4 | +Accuracy | +5 | +
Hearts | +7 | +Magic | +6 | +Stamina | +6 | +
Athletics | +5 | +Arcana | +1 | +Nature | +0 | +
Civilization | +2 | +Perception | +4 | +Agility | +5 | +
Fortitude | +5 | +Influence | +0 | +Command | +0 | +
Intimidate | +4 | +Discipline | +3 | +Insight | +0 | +
Mechanics | +0 | +Perform | +0 | +Guile | +0 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +Weapons (when available) | +||||
3x Gear (Rank 2 Ancient Material) | +
Guardian Skywatcher | +|||||
---|---|---|---|---|---|
Rank 3 Mechanical Hunter | +|||||
+ HP: 24 + | ++ MP: 32 + | ++ SP: 12 + | +|||
Defense: 13 (Heavy) | +Concentration: 16 | +||||
Initiative: +8 | +Evasion: 14 | +||||
Size: Medium | +Vitality: 15 | +||||
Movement: 8 (Flying) | +|||||
+ Magic Salvo + | +Damage: 19, Light | +||||
To-Hit Check: +11 | +Range: Projectile 6 | +||||
+ | |||||
+ Charge Shot + | +Damage: 29, Light | +||||
8 Magic | +Range: Projectile 10 | +||||
Roll To-Hit Target’s Concentration; on success, the target is knocked Prone. | +|||||
+ Illuminate + | +Damage: - | +||||
8 Magic (Bind) | +Range: 1 Target directly below you | +||||
You shine a bright red spotlight on the target. While the spotlight is on them, the target is Distracting to you and all of your allies, is no longer Invisible, and cannot be Hard to Hit due to cover. You follow the targeted foe automatically, moving up to your Movement per turn in order to keep up. If a foe moves faster than that on its turn, your Illumination of it ends, returning the Bound Magic. | +|||||
+ Default Weapon: Guardian Laser Mk. III + | +|||||
(Rank 3 Natural Rod, Guardian style) | +|||||
Accuracy: 6 | +Attack: 13 | +Durability: 14 | +|||
Instinctive Intelligence | +|||||
Immunity: Flirt, Disarm | +|||||
Vulnerability: Ancient weapons | +|||||
Combat | +4 | +Willpower | +6 | +Accuracy | +5 | +
Hearts | +6 | +Magic | +8 | +Stamina | +3 | +
Athletics | +5 | +Arcana | +1 | +Nature | +0 | +
Civilization | +2 | +Perception | +7 | +Agility | +8 | +
Fortitude | +5 | +Influence | +0 | +Command | +0 | +
Intimidate | +4 | +Discipline | +6 | +Insight | +0 | +
Mechanics | +0 | +Perform | +0 | +Guile | +0 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +3x Shaft (Rank 3 Ancient Material) | +
Guardian Stalker | +|||||
---|---|---|---|---|---|
Rank 3 Mechanical Blaster MINIBOSS | +|||||
+ HP: 160 + | ++ MP: 64 + | ++ SP: 64 + | +|||
Defense: 20 (Extreme) | +Concentration: 14 | +||||
Initiative: +8 | +Evasion: 12 | +||||
Size: Huge | +Vitality: 17 | +||||
Movement: 10 (Walking) | +|||||
+ Magic Salvo + | +Damage: 21, Light | +||||
To-Hit Check: +12 | +Range: Projectile 8 | +||||
+ | |||||
+ Charge Shot + | +Damage: 33, Light | +||||
8 Magic | +Range: Projectile 14 | +||||
Roll To-Hit Target’s Concentration; on success, the target is knocked Prone. + | +|||||
+ Lock On + | +Damage: - | +||||
4 Stamina (Bind) | +Range: 1 target in 8 squares | +||||
You lock on to the target. Your next attack against them has a +4 on all To-Hit checks, and Burns the Bound Stamina. If they leave your line of sight, this effect ends, returning the Bound Stamina. + | +|||||
+ Stomp + | +Damage: 18 | +||||
10 Stamina | +Range: Blast 2 | +||||
Roll To-Hit Target’s Vitality; on success, the target is Knocked Prone. + | +|||||
+ Default Weapon: Guardian Laser Mk. III-2 + | +|||||
(Rank 3 Natural Rod, Guardian Style) | +|||||
Enchantment: Aerodynamic Rank 3 (Projectile Range +4) | +|||||
Accuracy: 6 | +Attack: 13 | +Durability: 14 | +|||
+ Guardian's Eye (Weak Point) + | +|||||
The creature’s eye is Extremely Hard to Hit. If struck, the creature is Blinded until the end of its next turn. + | +|||||
+ Stalker's Stride (Weak Point) + | +|||||
This creature’s six legs are vulnerable to being cut off. Each leg is Hard to Hit, but if struck, the attack ignores half of this creature’s Defense, and the leg is cut off. When a leg is cut off, the Stalker’s Movement and Evasion both decrease by 1. When the Stalker hasno legs remaining, its Movement and Evasion are set to 0 and it can no longer use its Stomp attack. | +|||||
Instinctive Intelligence | +|||||
Immunity: Flirt, Disarm | +|||||
Vulnerability: Ancient weapons | +|||||
Combat | +5 | +Willpower | +8 | +Accuracy | +6 | +
Hearts | +10 | +Magic | +8 | +Stamina | +8 | +
Athletics | +5 | +Arcana | +1 | +Nature | +0 | +
Civilization | +2 | +Perception | +8 | +Agility | +8 | +
Fortitude | +7 | +Influence | +0 | +Command | +0 | +
Intimidate | +7 | +Discipline | +4 | +Insight | +0 | +
Mechanics | +0 | +Perform | +0 | +Guile | +0 | +
Smithing | +0 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +6x Shaft (Rank 3 Ancient Material) | +
Helmasaur | +|||||
---|---|---|---|---|---|
Rank 2 Natural Warrior | +|||||
+ HP: 24 + | ++ MP: 0 + | ++ SP: 16 + | +|||
Defense: 10 (Heavy) | +Concentration: 12 | +||||
Initiative: +4 | +Evasion: 10 | +||||
Size: Small | +Vitality: 16 | +||||
Movement: 5 (Walking) | +|||||
+ Strike + | +Damage: 12 | +||||
To-Hit Check: +7 | +Range: Melee | +||||
+ | |||||
+ Dash Attack + | +Damage: 12 | +||||
8 Stamina | +Range: See Effect | +||||
During this attack, you may use your remaining Movement as normal. You may move through foes, hitting them with a Strike Basic Attack as you do so. You may only attack a given target once during this attack. | +|||||
+ Ordon Rush + | +Damage: 10 | +||||
8 Stamina | +Range: Melee | +||||
Roll To-Hit target’s Vitality; on success, you begin pushing them. You may continue to move, but it must be in a straight line. Your target is pushed in front of you for the duration of this further movement. | +|||||
+ Default Weapon: Helmasaur Helm + | +|||||
(Rank 2 Metal Shield) | +|||||
Accuracy: 3 | +Attack: 7 | +Durability: 9 | +|||
+ Faceguard (Weak Point) + | +|||||
Attacks against this creature from behind ignore half of its Defense. The creature’s Faceguard may be removed through Disarming it, making all attacks against this creature ignore half of its Defense. + | +|||||
Limited Intelligence | +|||||
Combat | +5 | +Willpower | +0 | +Accuracy | +4 | +
Hearts | +6 | +Magic | +0 | +Stamina | +4 | +
Athletics | +5 | +Arcana | +0 | +Nature | +4 | +
Civilization | +1 | +Perception | +3 | +Agility | +4 | +
Fortitude | +6 | +Influence | +2 | +Command | +0 | +
Intimidate | +4 | +Discipline | +2 | +Insight | +2 | +
Mechanics | +4 | +Perform | +0 | +Guile | +2 | +
Smithing | +2 | +Enchanting | +0 | +Cooking | +0 | +
+ Drops: + | +Helmasaur Helm (Rank 2 Metal Shield) | +||||
2x 'Saur Steel-gland (Rank 2 Monster Part) | +