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Where there are Stalfos, the Stalanimals will follow. Stalhounds will often follow their masters to the grave, and when they are revived continue to serve their purpose as a guard. In the more wild places, they show up in the dozens, overwhelming travelers in their desire to continue the hunt.
Staldra are the animated remains of a Hydra, seething with all the anger and hatred that they did in life. Unlike their living counterparts, the Staldra will not grow new heads, though it will regenerate from even dust to a living form. Be sure to destroy them completely.


XP 400
NE Medium undead animal
Init +7; Senses darkvision 60ft.

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
HP 12 (2d8)
Fort +5, Ref +5, Will +1
DR 5/Bludgeoning; Immune cold, undead traits

Speed 50 ft.
Melee bite 2 (1d61 plus trip)

Str 13, Dex 17, Con -, Int -, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Improved Initiative


XP 1,200
N Huge magical beast (undead)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +10

AC 15, touch 9, flat-footed 14 ( +1 Dex, +6 natural, –2 size)
HP 47 (5d10 +20); fast healing 5
Fort +8, Ref +7, Will +3; +4 channel resistance
DR 5/Bludgeoning; Immune cold, undead traits

Speed 20 ft., swim 20 ft.
Melee 5 bites +8 (1d8 +4)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce

Str 19, Dex 14, Con -, Int -, Wis 11, Cha 18
Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
Feats Combat Reflexes, Iron Will, Lightning Reflexes, Improved Initiative
Skills Perception +10, Swim +11; Racial Modifiers +2 Perception
SQ staldra traits, regenerate head


Fast Healing (Ex)
A staldra’s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the staldra’s body.

Staldra Traits (Ex)
A staldra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the staldra’s HD. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the staldra’s body equal to the staldra’s current HD. A staldra can’t attack with a severed head, but takes no other penalties.

Regenerate Head (Ex)
When a staldra’s head is destroyed, two heads regrow in 1d4 rounds. A staldra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A staldra doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire.


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