ZLDA: Monsters

I owe a massive shoutout to Zelda Wiki for making art and information for this bestiary easily accessible. Thanks!
ZLDA Monster Stats
♥: Number of hearts a monster has. Deplete it to kill the monster.
Hit: Difficulty to hit the monster. Normal (N), Easy (E), or Hard (H). Easy to-hit monsters are hit on 9+. Hard to hit monsters are hit on 15+. This figure is primarily adjusted by a monster's speed.
Dodge: Difficulty to dodge the monster's attack. Normal (N), Easy (E), or Hard (H). Easily dodged monsters are dodged on 9+, Hard to dodge monsters are dodged on 15. This figure is primarily adjusted by a monster's combat-skill.
DEF: A monster's armor or ability to endure hits. Divide damage taken by DEF to determine hearts of damage. If a monster is hit, it takes minimum 1/2 a heart of damage.
DMG: The damage dice a monster rolls if it isn't dodged. Primarily determined by a monster's size.
MRL: If a monster falls to 1/2 hearts, or 1/2 its allies are slain, it tests morale. The referee rolls 2d6. If the sum of the roll is equal to or above the monster's morale, it surrenders or flees.
NA: Number appearing in a standard encounter. Adjust up or down for difficulty.
d20 ZLDA Monsters
- Zol
- Keese
- Octorok
- Peahat
- Tektite
- Goriya
- Bokoblin
- Moblin
- Poe
- Like Like
- Lizalfos
- Stalfos
- Armos
- ReDead
- Vire
- Wizzrobe
- Darknut
- Wall Master
- Hinox
- Lynel
Zol
♥: 1, Hit: N, Dodge: N, DEF: 3, DMG: d4, MRL: 9, NA: d6+1
Sliding, dripping, sneaking, seeking. Primordial jelly of life, desiring only to eat, grow, and split. It is not of the dark, but is happy to eat whatever it finds.
SPLIT: If a Zol is slain with a slashing or piercing weapon, it splits into two Gels, which have identical stats to the Zol, except for 1/2 a heart each, and they do not split further.
ADAPT: Zols are quick to adapt to extreme environments, gaining an elemental ability according to the following chart. This can be manipulated by clever adventurers. Killing an adapted Zol before it splits creates an elemental stone with a single use.
- COLD: Targets are frozen in place. They may break out of this ice at the start of their turn at the cost of 1/2 a heart of damage, or after a save at the end of their turn.
- HEAT: Targets ignite, taking d4 damage each turn until quenched.
- STORM: Anyone that touches this Zol immediately saves or takes 1 heart of damage from arcing electricity.
Keese
♥: 1/2, Hit: H, Dodge: E, DEF: 3, DMG: d4, MRL: 5, NA: d6+3
Screeching imps of the dark, swarming in blood-thirsty flocks, serving as their master's eyes.
SPIES: If Keese fail a morale check and manage to escape, the next 4 rolled on the event dice is a hostile encounter.
Octorok
♥: 2, Hit: N, Dodge: H, DEF: 3, DMG: d6, MRL: 7, NA: d6+1
Clever predators of soft-soiled or sandy regions. They hide beneath the ground, sensing the footsteps of prey, before leaping forth and launching sharp, hoarded rocks.
AMBUSH: Octoroks surprise parties on 3-in-6.
TUNNEL: As its move, an Octorok may enter or exit the ground, and move 30' before or after it submerges or emerges.
Peahat
♥: 2, Hit: E, Dodge: H, DEF: 3, DMG: d4, MRL: 10, NA: d6+2
Ghost of a flower starved of light or carelessly crushed. It flings itself into the air by spinning like a helicopter, attacking anyone who draws too near to the seeds it left behind.
RAPID FLIGHT: All peahats fly and attack for a turn, then land and rest for a turn. While they are flying, they are impossible to hit.
Tektite
♥: 1, Hit: H, Dodge: N, DEF: 3, DMG: d6, MRL: 7, NA: 2d4
Mountain predators. They use their springy legs to launch themselves into the air and fall on prey to incapacitate them before feeding.
JUMPY: If an attack misses a Tektite, it may jump 30' away. If a new target is in that area, it may attack that target.
Goriya
♥: 3, Hit: N, Dodge: H, DEF: 3, DMG: d6, MRL: 7, NA: d4+2
Territorial canine-folk. They live in tight-knit clans and tend to claim dominion over large hunting grounds. Their favored weapon is a bladed boomerang, with which they rarely miss. Despite their defensive nature, they can be reasoned with if one approaches with respect and care.
Bokoblin
♥: 2, Hit: N, Dodge: N, DEF: 3, DMG: d6, MRL: 6, NA: 2d4
Spirits of envy incarnate. Cunning and wicked, promised rule of the land when darkness reigns, the hungry body of evil's armies crawls forward.
COWARDICE: Bokoblins will always flee if they are outnumbered. Note the number of Bokoblins that got away. Next time Bokoblins are encountered, add that number to the encounter.
Moblin
♥: 6, Hit: E, Dodge: H, DEF: 4, DMG: d8, MRL: 7, NA: d4+1
Gluttony given flesh. Ever hunting with spear and sword. Feared by the small, but easily controlled with the promise of fresh kills and dripping meat.
HUNGRY: If within melee range, the Moblin may make a single free bite attack on its turn. This attack is normal to dodge, dealing d6 dmg.
BLOOD RAGE: When reduced to 2 or fewer hearts, the Moblin may attack twice on its turn.
Poe
♥: 3, Hit: H, Dodge: H, DEF: 4, DMG: d6, , MRL: 9, NA: d4
Spirits of the dead, terrified to fall into the mystery beyond death, grasping for the mortal world, often jealous of those who yet live. How easily evil turns them to its whims.
LANTERN: While poes can turn invisible, their lanterns--manifestations of their caged souls--are always visible. If they can, they enjoy leading wanderers off safe paths and into danger before attacking them.
ETHEREAL: Poes cannot be struck by mundane weaponry, though elemental or magical attacks can harm them. They can also pass through walls at will.
DEFIANT: Poes defy death. Once defeated, their lanterns fall to the ground and flicker with a purple flame. They can now be collected. In d6 days, the poe will reform around its lantern. Only by dousing with water from a Spirit Spring can a poe be forced out of the mortal world permanently.
CURSE: The existence of a group of poes often inflicts a curse on a particular person or location. Only by destroying all the members of such a group can that curse be undone.
Like Like
♥: 5, Hit: E, Dodge: N, DEF: 4, DMG: d8, MRL: 10, NA: d3
Ambush predators, they lurk in the dark along cave ceilings, waiting to swallow their prey whole. Elastic, rubbery skin. They will stretch down to eat anything warm that passes beneath them.
CONSUME: When the like like hits a target, it first swallows them whole, dealing no damage, it then retracts up to the ceiling, often out of reach from creatures on the cave floor. At the start of the like like's future turns, the swallowed target is automatically damaged. Hitting a like-like from within is hard, as its stomach constricts movement. If 3 turns are spent within a like like, most non-metal gear is destroyed.
Lizalfos
♥: 5, Hit: H, Dodge: H, DEF: 4, DMG: d8, MRL: 7, NA: d6+1
Devils of pride, shock troops of darkness, experts at climbing, leaping and swimming. Wicked intelligence shines behind their yellow eyes. If pressed, they may cut a deal to escape with their lives. They enjoy the suffering of others.
TONGUE: The lizalfos may make a ranged tongue attack. On a failed dodge, the target is grappled and pulled towards the waiting lizalfos, who strikes it with its blade.
CHOP CHOP: The lizalfos may attack twice on its turn.
Stalfos
♥: 2, Hit: N, Dodge: N, DEF: 4, DMG: d8, MRL: 10, NA: 2d4
Bones of the dead, animated by dark magics, or to defend the slumber of their kin.
CEASELESS: If destroyed, the bones reanimate in d4 dungeon rounds unless the skulls are shattered.
SILENT: It is impossible to tell the difference between inanimate skeletons and stalfos until they attack. They often use this to their advantage.
Armos
♥: 5, Hit: N, Dodge: E, DEF: 5, DMG: d12, MRL: 12, NA: d4+1
Soldiers of a forgotten age transformed into stone. They watch without reprieve, defending ancient places against all trespassers.
GEMSTONE EYES: Armos' eyes are gemstones of varying colors. Hitting the eyes is hard, but they have a DEF of only 3. Destroying an Armos in this way shatters the gemstones. Otherwise, they may be claimed and sold for 300 Rupees each.
ReDead
♥: 5, Hit: N, Dodge: E, DEF: 4, DMG: d8, MRL: 10, NA: d3+1
Corpses stolen by foul spirits. They are hungry, slow, and cannibalistic.
SCREECH: The ReDead lets out a gut-wrenching screech as its action. All who hear become frozen in place from fear. Terrified characters cannot act, even to dodge, until they pass a save at the end of their turn, after which they are immune to this effect for 10 minutes.
SLOW: The ReDead moves at 1/2 speed.
HUNGER: The ReDead will stop to eat any nearby meat, even other slain ReDead.
HUSK: ReDead take double damage from fire.
Vire
♥: 4, Hit: H, Dodge: N, DEF: 4, DMG: d8, MRL: 10, NA: d3
Demons created from a flock of lesser keese. They fight to the bitter end, believing none know the secret to their true undoing.
KEESE CLOUD: When slain, the Vire erupts into a cloud of d4+1 keese, these keese attack for a turn, then flee. At the eruption, choose a random keese to contain the Vire's soul. It is slightly larger than the others. Unless that keese is slain, the Vire will be reborn in d4+1 dungeon turns.
Wizzrobe
♥: 7, Hit: H, Dodge: H, DEF: 4, DMG: d8, MRL: 10, NA: 1
An undead wizard's soul, inhabiting their old robes. Shadowy faces peer from underneath their hoods. Undeath is the domain of darkness, and so most wizzrobes serve evil powers. Even those that do not serve evil have their own secretive agendas.
WARP: The wizzrobe may teleport 60' as its movement. It cannot teleport if grappled.
ARCANE BOLTS: The wizzrobe may attack twice, firing bolts of arcane energy at range.
SPELLS: Wizzrobes know up to 3 spells, and have 2 MD with which to cast them.
Darknut
♥: 8, Hit: N, Dodge: N, DEF: 6, DMG: d12, MRL: 10, NA: d2
Knights swayed to serve evil and filled with its power. Some go grudgingly, enslaved through fear. Some go gleefully, reveling in newfound madness.
ARMORED: The darknut's armor has DEF 4 and 2 Hearts. If it is destroyed, the Darknut's DEF drops to 3, but dodging it becomes hard.
DOUBLE STRIKE: The darknut attacks twice on its turn.
Wall Master
♥: 8, Hit: N, Dodge: N, DEF: 3, DMG: d8, MRL: 10, NA: 1
Animated hand of a slain giant, forced to serve darkness. It crawls along ceilings in the shadow, then drops on trespassers below.
AMBUSH: The Wall Master surprises on 3-in-6.
PULL AWAY: A struck target is slowly pulled into the floor. Victims have 3 turns to escape, after which the Wall Master deposits them underground, where they slowly suffocate. The Wall Master does not attack during this time, it merely maintains its grip.
Hinox
♥: 8, Hit: E, Dodge: N, DEF: 4, DMG: d12, MRL: 7, NA: 1
One-eyed giants with an affinity for large clubs and crude bombs. Fiercely territorial against all other creatures. They often hunt game and trespassers by scaring them toward cliffs hidden by trees.
BOMBS: Hinox carry d4+1 bombs. They deal 2d6 damage to all creatures nearby, but on 2-in-6 they detonate on the next turn unless doused.
CLEAVE: The Hinox may attack up to 3 adjacent enemies on its turn, rolling damage separately for each.
Lynel
♥: 10, Hit: H, Dodge: H, DEF: 4, DMG: d8, MRL: 9, NA: 1
Lion-headed centaurs, abominable creations of evil in a past age. Not even darkness could fully control them. Cunning, fierce, territorial, and quick to wrath, it is best to stay clear.
TRIPLE-STRIKE: With bow or sword, the Lynel may attack three times on its turn.
DEATH CHARGE: If the Lynel rushes at least 20' towards a target, its attack against that target on the same turn deals d12 dmg.
Female Lynel art by Victoria Yurkovets