Medium Humanoid (Elf), Chaotic Evil
Armor Class 18 Sheikah Armor
Hit Points 135 (18d10 + 36)
Speed 30 ft.
STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
16 (+3)
WIS
26 (+8)
CHA
14 (+2)
Saving Throws DEX +13, WIS +16
Skills Acrobatics +8, Insight +15, Perception +15, Stealth +10
Damage Vulnerabilities Psychic, Radiant
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Frightened
Senses Darkvision, Passive Perception 23
Languages Sheikah, Moblin, Primordial, Common, Elvish
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (2/day). If Calamity Zelda fails a saving throw, it can choose to succeed instead.

Fey Ancestry. Zelda has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Malice Sponge. Whenever Calamity Zelda is dealt necrotic damage, prevent that damage and it regains that many hit-points instead.

Slow Fall.  Reduce falling damage by 10.

Spellcasting. Calamity Zelda is a 6-level spellcaster. Its spellcasting ability is 26 (spell save DC 22, +9 to hit with spell attacks). Calamity Zelda has following spells prepared, requiring no material components and using Wisdom as the spellcasting ability:
At Will: detect magic, mage hand, prestidigitation
2/day each: fly, dispel magic

Actions

Multiattack. Calamity Zelda makes three melee attacks or two ranged attacks. 

Sword Attack Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d4 + 5) slashing damage plus a DC 12 CON saving throw. Taking 9 (2d8) [necrotic] damage and being afflicted with Malice. A creature afflicted with Malice is unable to regain hit points. They may repeat the saving throw at the end of each of their turns until they succeed. 

Arrows of Malice. Ranged Weapon Attack: +5 to hit, range 30/90 ft., 1 target. Hit: 7 (1d4 + 5) piercing damage. plus a DC 12 CON saving throw. Taking 9 (2d8) [necrotic] damage and being afflicted with Malice. A creature afflicted with Malice is unable to regain hit points. They may repeat the saving throw at the end of each of their turns until they succeed. 

Emit Malice (Recharge 5–6). Calamity Zelda emits Malice energy in a 30-foot-radius sphere centered on herself. Each creature in that area must succeed on a DC 10 Wisdom saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Malice Shield (Recharge 6). Calamity Zelda creates a shield of pure Malice adding +5 to her AC until the end of the turn. 

Words of Malice. Calamity Zelda can sap the confidence and competence of others as a reaction. When a creature she can see within 60 feet makes an attack roll, an ability check, or a damage roll, she utters words laced with Malice forcing them to reroll and use the outcome of the new roll. 

 

Legendary Actions

Calamity Zelda can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Calamity Zelda regains spent legendary actions at the start of its turn.

Regeneration. Calamity Zelda regains 10 hit points after absorbing more Malice. If she took radiant damage, her Regeneration does not function on this next turn.

Teleport. Calamity Zelda vanishes and reappears in a location it can see within 100 ft.

Majora's Veil (Costs 2 Actions). Calamity Zelda becomes invisible until the end of her next turn. Any equipment she is wearing or carrying becomes invisible with her.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Before time began and before spirits and life existed, the universe was in chaos. The four Golden Goddesses descended upon the chaos and began the creation of the world, each of them creating a different facet of the realm. Din created the material realm, Nayru gave the realm law and order, Farore created all life forms that would follow the said order, and Majora caused all things to eventually die or be destroyed. Seeing Majora’s contribution to the world as a curse, Majora was banished into the remnants of chaos. Abandoned in a land without time, and surrounded by pure chaos, Majora’s heart grew angry, and their mind became twisted. Majora created a mask in which she transferred all her essence so that she could escape her eternal prison. The mask could not contain all the malice that filled her heart, so it spilled out over the land in inky black tendrils. Majora’s power and loneliness filled the mask, but she only sought

Majora’s Malice on the other hand culminated in a powerful Demon King named Demise. Demise begins to conquer everything the Goddess created, including Time, and the Goddess did not have the power to destroy him. So, the goddess created the Triforce, each piece possessing a small essence of their power. They created Hylia and a Hero’s spirit in order to curse demise to forever be locked in battle with two over the Triforce. They ensured only mortals could use the Triforce so that Hylia would willing descend to the mortal plane where she could aid the Hero’s Spirit in stopping Demise’s corruption. They also appointed four Light Spirits, Ordona, Faron, Eldin, and Lanayru, to protect each of the four regions in Hyrule, Ordon Province, Faron Province, Eldin Province, and Lanayru Province.

Once their labors were complete, the Goddesses fled to the Heavens to ensure they could not be harmed by Majora’s Malice.

Majora’s Mask became an accursed item from legend. It soon was used by an ancient tribe in its hexing rituals. An evil and wicked power is bestowed upon the one who wears that mask, and the user becomes filled with Majora’s unending sorrow, loneliness, and fear. The Mask almost seems to be fueled by these feelings. The troubles caused by Majora's Mask were so great the ancient ones, fearing such catastrophe, sealed the mask in shadow forever, preventing its misuse. From being sealed away and abonded once more, Majora pushed her power until she was able to create the Spirits of darkness. These spirits were able to create life from shadow, those these shadow interlopers could never leave the Twilight Realm.

After Demise’s destruction, Malice fills Ganondorf with the lust for power so that he will continue Demises’ work. Link, the mortal with the Hero’s Spirit, and Zelda, the bloodline of the Goddess Hylia, are perpetually locked in combat. After a significant battle, Ganon receives a mortal injury. He flees to his secret underground stronghold, going unseen for many years. Soon after The Kingdom became plagued by the repeated resurgences of a hateful being known as Calamity Ganon. A surging storm of malice and fury. A being that does not think, does not feel, and strives only for absolute destruction. In the southwest of the kingdom lies the Kokiri forest.

Gannondorf’s body lies in the caverns below the Hyrule Kingdom. The entrance to his stronghold is concealed. The fatal wound from his failed execution is displayed on his chest, yet he isn’t truly dead.

Ganondorf is preserved in the way of the Sheikah Monks found in the ancient shrines. A form of ascetic mummification. Like the monks Gannondorf is skeletally thin, with pale blue skin clinging to his bones, wearing gold hoop earrings. Ganondorf was mummified against his will. Ganondorf is bent backwards. What remains of his face twisted in agonized, silent eternal scream. Ganondorf is imprisoned below Hyrule, alive. Malice pours from the wound on his chest, which spreads its inky tendrils across the land.

Link and Zelda traveled to the stronghold to stop the Calamity spreading through the Kingdom. Within the stronghold is pools with the power to summon spirits of darkness into the Material Plane. Those spirits will grant anyone who looks in them with immense knowledge; however, the knowledge one receives comes at a great cost.

Each time a person gazed into a pool filled with pure darkness it allowed their heart and mind to be slowly corrupted. By the time Link and Zelda reached the heart of the tomb, corruption had claimed Zelda. The spirits of darkness gave Zelda the knowledge of the never-ending battle Link, Gannon, and herself were trapped in due to a curse from the Golden Goddesses. Zelda’s pain and sorrow from the Golden Goddesses betrayal summoned Majora’s mask. The mask then influenced her to desire a wish from the Triforce. A wish that the Golden Goddesses never existed in the first place. Such a wish would cast the universe back into endless chaos.

Zelda stole Ganon’s Triforce of power. With the use of the Triforce of Wisdom and the Triforce of Power she was able to absorb all the malice pouring from Ganon’s mummified body, effectively killing him. She became Calamity Zelda.

Link, unwilling to harm Zelda but not wanting her to get the Triforce of Courage, sealed himself inside Ganon’s Crypt with Navi by way of the Master Sword. Link gave Navi the Ocarina of Time so she could go and find help for Zelda. Zelda tricked the Sages to come to the Tomb to “rescue Link” in order to seal them into stained glass windows to ensure they could not interfere with her plans.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

eathompson105

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