Dangerous Flora of Hyrule
Dangerous Flora of Hyrule
The world of the Legend of Zelda is home to many fascinating and unique creatures, many of which are
monsters that stand in the way of heroes. Using these creatures in a Pathfinder 2e campaign that is not a Legend
of Zelda campaign may cause some dissonance, but with some flavor tweaks they could be used in a non-Zelda
campaign without issue. The same is true for using base Pathfinder 2e monsters in a Legend of Zelda campaign.
If a creature in this bestiary appears in multiple games with different traits, then the resulting creature will be an
amalgamation of all the official depictions, or multiple variants of the creature will be listed.
Differently Leveled Creatures Vulnerable Spots
If you want to use a creature found in this bestiary, Some creatures have a vulnerable spot, such as an eye,
but of a different level, you can use the Building that can be targeted for extra effects. This is to
Creatures rules, found starting on page 56 in the simulate the Legend of Zelda boss weak point system.
Gamemastery Guide to adjust the statistics to match Vulnerable spots will have the vulnerability trait on
the new level. them. Typically these will be called out in the
statblock and require a -2 circumstance penalty to aim
All creature levels are set by a somewhat arbitrary
for the weak spot in return for extra damage or
metric based on approximately when a monster is
bypassing resistances and/or immunities.
encountered in a Zelda game, with some exceptions.
However, as the Legend of Zelda series is not an RPG A player can use the Recall Knowledge action to try
(it's an action-adventure series), there are no official and identify a Vulnerable Spot on a creature that has
levels attached to monsters that could be used to one. The GM can provide the player with the
approximate a proper level scaling. Vulnerable Spot in lieu of other best known attributes
of the creature.
Plant Companion
The Dangerous Flora of Hyrule document is meant to Alignment Post-Remaster?
be a companion to the Hyrule Monster Core general Alignment was left in for each creature despite
bestiary, intended to help reduce the sheer size of that alignment being removed in the Remaster for
document. This document specializes in creatures that Pathfinder 2e for legacy reasons. There are GMs and
are plants. players who prefer to play with the old alignment
system and so alignment on creatures is preserved for
Non-Canon Abilities people who want to use that system. If you want to be
While most statblocks will try to adhere as much to fully Remaster compatible, simply ignore the
game canon as possible, due to the nature of a alignment trait in all statblocks.
tabletop game versus a video game, some liberty will
be taken with statblocks. New abilities may be added Other Bestiaries
that make sense for a creature based on its physiology Dangerous Flora of Hyrule is meant to be a bestiary
or to make it more capable to fight against a party of for plant creatures not included in The Legend of
Heroes rather than a single Hero. Zelda Monster Core. For other statblocks, please see
the following bestiaries.
KEY TERMS. The Legend of Zelda Monster Core
You'll see the following key terms and traits throughout Bestiary of the Ocean King
this document. The Book of Blins
Vulnerability: The vulnerability trait is used to The Dead of Hyrule
indicate a specific vulnerability of a creature that may Denizens of the Depths
be triggered by targeting a specific location on the Denizens of Twilight
creature or by using a specific item or weapon. Dinos and Dodongos
Fauna of Hyrule
People of Hyrule
Skyward Threats
Optionally the Sins of Hyrule Bestiary can be used for
additional statblocks that are non-canon but based
upon the Hyrule Conquest mod.
1
Dangerous Flora of Hyrule
Deku Baba
Deku babas are a type of carnivorous plant that dwell deep within forests, preying on creatures that get near
them. While most are rooted in place and stationary, a few kinds of deku baba are mobile, such as the baba
serpent or Diababa.
Baba Serpent
Baba serpents are semi-sentient plants that can uproot themselves and move in search of prey. They have thorns
on their stalks, orange heads with black stripes, and blue and purple forked tongues. They also have fangs and
seemingly a nose. When attacking prey, a baba serpent will launch itself in an attempt to wrap its jaws around
its chosen victim.
BABA SERPENT CREATURE 1
N MEDIUM DEKU BABA MINDLESS PLANT
Perception +7; low-light vision
Skills Acrobatics +7, Athletics +5, Stealth +7
Str +2, Dex +4, Con +1, Int -4, Wis +0, Cha +1
AC 15; Fort +6, Ref +10, Will +3
HP 20; Immunities mental; Weaknesses fire 3
Coiled Strike As Reactive Strike, but the deku baba can use this
reaction only if it's Coiled.
Thorny Body The baba serpent is covered in thorns. A creature that makes
an unarmed Strike against the baba serpent or Grabs it takes 1d6
piercing damage.
Speed 20 feet, climb 20 feet
Melee jaws +9 (finesse), Damage 1d6+2 piercing plus Grab and baba
poison
Baba Poison (poison); Saving Throw DC 15 Fortitude; Maximum Duration
6 rounds; Stage 1 sickened 1 (1 round), Stage 2 sickened 2 (1 round)
Coil The baba serpent uses an action to coil itself. While Coiled, the
reach of its jaws is 10 feet and it has the Reactive Strike reaction. After
the baba serpent Strikes with its jaws, it becomes uncoiled.
2
Dangerous Flora of Hyrule
Kalle Demos
Kalle demos are giagantic plant monsters that parasitize the Forbidden Woods, living in the deepest depths of
them. It is made up of two integral parts: a vulnerable flower-like head and the multi-armed hanging bulb that
not only poses a threat to prey, but shields the flower inside from damage. The bulb has two different types of
tentacles: the ones that anchor the creature to the ceiling and those that act as electrified barbs.
KALLE DEMOS CREATURE 8 Carnivorous Plants
RARE NE HUGE MINDLESS PLANT
Kalle demos are carnivorous but
will eat plant matter just as easily
Perception +16; low-light vision as meat, as shown when one
Skills Athletics +18, Stealth +16 (+18 in forested environments) swallowed Makar of the Koroks in
Str +6, Dex +4, Con +4, Int -5, Wis +2, Cha -2 the Forbidden Woods.
AC 27; Fort +19, Ref +17, Will +13
HP 140; Immunities mental; Weaknesses fire 8
Bulbous Shield (vulnerability) A kalle demos' core is surrounded by thick
bulbous leaves while it is attached to the ceiling. After identifying the
tentacles attaching the bulb to the ceiling as a weak spot, a creature
can take a -2 circumstance penalty to its attack roll to target the
hanging tentacles with a weapon that deals piercing or slashing
damage. If 20 or more piercing or slashing damage is done in a single
turn to the hanging tentacles, they detach from the ceiling, causing the
kalle demos to fall to the ground, unvealing the vulnerable core for a
short time. While its core is exposed, the kalle demos can only make a
jaws Strike.
Kalle Demos Core The core of a kalle demos has weakness 8 to slashing
damage. At the end of the kalle demos' next turn after being exposed,
the kalle demos will attach itself back to the ceiling, covering the core
once more with a bulbous shield. Creatures within 5 feet of the core as
it brings back its bulbous shield are swallowed up, taking 5d6 piercing
damage and 4d6 acid damage (DC 24 basic Fortitude), then spat back
out into a space within 15 feet, landing prone.
Speed 15 feet, climb 15 feet
Melee tentacle +20 (reach 15 feet), Damage 2d10+5 bludgeoning plus
2d6 electricity
Melee jaws +20, Damage 2d8+11 piercing
Flurry of Tentacles (flourish) The kalle demos unleashes a flurry of
tentacles at an unsuspecting creature. It makes two Strikes with its
tentacles. If both hit the same creature, combine their damage for the
purpose of resistances and weaknesses.
3
Dangerous Flora of Hyrule
Manhandla
A large man-eating flower with jaw-like leaves sticking out in all four directions. It moves faster as it loses its
leaves. Even though it is a plant, manhandla are capable of spitting motes of fire and appear to be immune to
fire themselves.
MANHANDLA CREATURE 10
UNCOMMON N HUGE MINDLESS PLANT
Perception +17; tremorsense (imprecise) 60 feet
Skills Athletics +23, Stealth +21 (+24 in undergrowth)
Str +7, Dex +5, Con +5, Int -5, Wis +3, Cha -2
AC 29, all-around vision; Fort +21, Ref +17, Will +15
HP 180 (45 HP per leaf); Immunities fire, mental; Resistances acid 10
Multiple Leaves (vulnerability) The manhandla has four jaw-like leaves,
each of which have 45 Hit Points comprising the total Hit Points of the
manhandla, but are tracked separately. A specific leaf can be targeted
with a -2 circumstance penalty. An attack that does not target a specific
leaf simply damages a leaf at random. Each leaf that is destroyed adds
a cumulative +5-foot status bonus to the manhandla's Speed.
Reactive Strike Leaf only.
Speed 25 feet
Melee leaf +23 (reach 15 feet), Damage 2d8+7 piercing plus 2d6 acid
Melee slam +23, Damage 2d12+9 bludgeoning
Ranged firebolt +21 (fire, primal, range 60 feet), Damage 6d6 fire
Focused Assault The manhandla attacks a single target with all four of
its leaves. The manhandla makes one leaf Strike. On a success, the
manhandla deals the damage from one leaf Strike plus an additional 1d8
damage for every leaf beyond the first. On a failure, the manhandla
deals the damage from one leaf Strike. It deals no damage on a critical
failure. This counts toward the manhandla’s multiple attack penalty as a
number of attacks equal to the number of leaves the manhandla has.
Hungry Flurry The manhandla makes four leaf Strikes at a –2 penalty,
each against a different target. These attacks count toward the
manhandla’s multiple attack penalty, but the multiple attack penalty
doesn’t increase until after it makes all its attacks.
Spinning Dash The manhandla dashes around at high speeds. It
Strides twice and then makes a slam Strike.
4
Dangerous Flora of Hyrule
Great Manhandla
An even larger and more fearsome version of the manhandla, the great manhandla eschews spitting fire for
powerful seeds instead.
GREAT MANHANDLA CREATURE 15
RARE N GARGANTUAN MINDLESS PLANT
Perception +23; tremorsense (imprecise) 60 feet
Skills Athletics +30, Stealth +30 (+33 in undergrowth)
Str +8, Dex +4, Con +6, Int -5, Wis +3, Cha -2
AC 36, all-around vision; Fort +28, Ref +26, Will +23
HP 280 (70 HP per leaf); Immunities mental; Resistances acid 15
Multiple Leaves (vulnerability) The manhandla has four jaw-like leaves,
each of which have 70 Hit Points comprising the total Hit Points of the
manhandla, but are tracked separately. A specific leaf can be targeted
with a -2 circumstance penalty. An attack that does not target a specific
leaf simply damages a leaf at random. Each leaf that is destroyed adds
a cumulative +5-foot status bonus to the manhandla's Speed.
Reactive Strike Leaf only.
Speed 25 feet
Melee leaf +30 (reach 20 feet), Damage 3d8+12 piercing plus 3d6 acid
Melee slam +30, Damage 3d12+11 bludgeoning
Ranged seed spit +21 (range 60 feet), Damage 5d6+11 bludgeoning
Focused Assault The manhandla attacks a single target with all four of
its leaves. The manhandla makes one leaf Strike. On a success, the
manhandla deals the damage from one leaf Strike plus an additional 1d8
damage for every leaf beyond the first. On a failure, the manhandla
deals the damage from one leaf Strike. It deals no damage on a critical
failure. This counts toward the manhandla’s multiple attack penalty as a
number of attacks equal to the number of leaves the manhandla has.
Hungry Flurry The manhandla makes four leaf Strikes at a –2 penalty,
each against a different target. These attacks count toward the
manhandla’s multiple attack penalty, but the multiple attack penalty
doesn’t increase until after it makes all its attacks.
Seed Barrage (primal) The manhandla unleashes a barrage of seeds in
a 30-foot cone, dealing 16d6 bludgeoning damage (DC 36 basic Reflex).
The manhandla can't use Seed Barrage against for 1d4 rounds.
Spinning Dash The manhandla dashes around at high speeds. It
Strides twice and then makes a slam Strike.
5
Dangerous Flora of Hyrule
Peahat
Peahats are flying plant or flower-like creatures. They propel themselves into the air with the use of their petals
or leaves that are located either at their base or top, and achieve flight by rapidly spinning them, similar to
helicopter blades.
PEAHAT CREATURE 2
N SMALL PLANT MINDLESS
Perception +5
Skills Stealth +5
Str +2, Dex +4, Con +2, Int -5, Wis +0, Cha -3
AC 17; Fort +9, Ref +8, Will +4
HP 30; Immunities mental; Weaknesses fire 3
Speed 5 feet, fly 25 feet
Melee petal blade +9 (agile), Damage 1d8+4 slashing
Spinning Strike The peahat spins its petal blades, lashing out in all
directions at once. It makes one attack roll and compares the result to
the AC of each creature within its melee reach, rolling damage only
once and applying it to each creature hit.
6
Dangerous Flora of Hyrule
Zaganaga
A monstrous, carnivorous plant with a spiny, cactaceous body, Zaganaga appear deep in the desert where they
hunt animals and lost travelers. They keep their offspring inside their petals until they are ready to be released as
peahats.
ZAGANAGA CREATURE 14 Sand Burrowers
Zaganaga are similar to giant
RARE N HUGE MINDLESS PLANT
sandworms, however, they are still
Perception +22; tremorsense (precise) 60 feet plants and not animals.
Skills Athletics +28, Stealth +25 (+27 in sand)
Str +8, Dex +4, Con +5, Int -5, Wis +4, Cha +2
AC 33; Fort +28, Ref +25, Will +22
HP 320; Immunities mental; Resistances bludgeoning 10, piercing 10;
Weaknesses fire 15
Spiny Body Zaganaga is covered in spines. A creature that makes an
unarmed Strike against or Grabs Zaganaga takes 3d8+16 piercing
damage.
Speed 35 feet, burrow 35 feet
Melee petals +29 (reach 10 feet), Damage 3d10+18 piercing
Ranged spine +27 (range increment 40 ft), Damage 3d6+13 piercing
Breach Sand Zaganaga Burrows up to its burrow Speed, then Leaps
vertically out of the sand up to 30 feet, making a Strike against a
creature at the apex of the jump (this lets it attack a creature within 40
feet of the sand's surface). After the Strike, Zaganaga burrows back
down.
Sandblast (earth) Zaganaga sprays a blast of sand that deals 9d10
slashing damage to all creatures in a 60-foot line (Reflex DC 34). It can’t
Sandblast again for 1d4 rounds.
Critical Success No effect.
Success Half damage.
Failure Full damage.
Critical Failure Full damage and blinded for 1 round.
Spawn Peahat Zaganaga spits out a peahat that orbits around itself at a
distance of 15 feet. As long as Zaganaga has a peahat orbiting it, it
deals 3d8 piercing damage per peahat to creatures that enter or start
their turn within 15 feet of Zaganaga (DC 32 basic Reflex save). A
creature can target the peahat to destroy it, which has 30 AC and 25
Hit Points. Zaganaga cannot have more than 3 peahats spawned at a
time.