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Deriving from the words stal-, meaning skeletal, and -fos, meaning humaniod, the Stalfos family are commonly found across Hyrule and Termina. Raised through either natural magical causes or the will of a humanoid, the Stalfos will continue fighting until felled. Some of these skeletons are hundreds of years old, but none of them hold their memories of life.


XP 600
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +6

AC 21, touch 12, flat-footed 19 ( +6 armor, +1 Dex, +2 natural, +2 shield)
HP 17 (3 HD; 2d8 +1d10 +3)
Fort +3 Ref +1 Will +3; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits

Speed 30 ft.
Melee mwk longsword +7 (1d8 +3 / 19–20), shield bash (1d6 +3)

Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Skills Intimidate +7, Perception +6, Stealth –1
Gear Ancient Breastplate, Mwk. Longsword, Heavy Steel Shield


XP 135
NE Small undead
Init +6; Senses darkvision 60 ft.; Perception +0

AC 18, touch 14, flat-footed 16 ( +2 armor, +2 Dex, +4 natural)
HP 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits

Speed 30 ft.
Melee ancient spear +0 (1d4), claw –3 (1d3 +1) or 2 claws +2 (1d3 +2)

Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Gear ancient chain shirt, ancient spear


XP 1200
NE Medium undead
Init +9; Senses darkvision 60 ft.; Perception +10

AC 29, touch 16, flat-footed 23 ( +6 armor, +5 Dex, +6 natural, +2 shield)
HP 29 (2d8 +1d10 +13)
Fort +7, Ref +5, Will +7; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits;

Speed 30 ft.
Melee mwk longsword +11 (1d8 +7 / 19-20), Shield Bash (1d6 +7)
Space 5 ft. Reach 5 ft.

Str 25, Dex 21, Con -, Int 17, Wis 18, Cha 20;
Base Atk 2; CMB 9; CMD 24
Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword), Improved Cleave
Skills Intimidate +11, Perception +10, Stealth +3
Treasure standard breastplate, heavy steel shield, masterwork longsword

Once a powerful being of magic and fire, Stallord was imprisoned by the Sages to serve as a Guardian. After thousands of years trapped and forgotten, he became a creature full of darkness and rage. His magic kept him alive, but only slightly- moreso did the Binding sword in his head. Though he must continue to serve his purpose, he cannot leave.


XP 204,800
LE Gargantuan Undead
Init –1; Senses blindsense 120 ft., darkvision 240 ft.; Perception +41
Aura frightful presence (300 ft., DC 29)

AC 40, touch 9, flat-footed 40 ( +4 deflection, –1 Dex, +31 natural, –4 size)
HP 287 (23d8 +184)
Fort +21, Ref +14, Will +20
Defensive Abilities channel resistance +4, evasion, soul ward (46/23 hp); DR 15/good;
Immune fire, paralysis, undead traits

Speed 40 ft., fly 250 ft. (perfect)
Melee bite +35 (4d6 +16 / 19–20), 2 claws +35 (2d8 +16 / 19–20)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (60-ft. cone, DC 31, 20d6 fire plus 2 negative levels), cowering fear, crush (Medium creatures, DC 29, 4d6 +21), energy drain (DC 29), miasma, soul consumption, soul magic

Spell-Like Abilities (CL 23th; concentration + 31)
At willcharm person (DC 19), dominate person (DC 23), entangle (DC 19), plant growth, suggestion (DC 21)

Spells Known (CL 16th; concentration + 24)
8th — horrid wilting (DC 26)
7th — limited wish, prismatic spray (DC 25)
6th — analyze dweomer, chain lightning (DC 24), true seeing
5th — feeblemind (DC 23), polymorph, secret chest, teleport
4th — enervation, fear (DC 22), fire shield, greater invisibility
3rd — dispel magic, fireball (DC 21), haste, shrink item
2nd — alter self, detect thoughts (DC 20), eagle’s splendor, mirror image, resist energy
1st — grease (DC 19), magic missile, protection from good, shield, unseen servant
0th — arcane mark, detect magic, mage hand, mending, message, open/close, prestidigitation, read magic, resistance

Str 39, Dex 8, Con —, Int 24, Wis 25, Cha 26
Base Atk +23; CMB +41; CMD 54 (58 vs. trip)
Feats Ability Focus (breath weapon), Arcane Strike, Critical Focus, Flyby Attack, Greater Vital Strike, Hover, Improved Vital Strike, Lightning Reflexes, Power Attack, Quicken Spell, Staggering Critical, Vital Strike
Skills Appraise +33, Bluff +34, Fly +11, Intimidate +42, Knowledge (arcana) +33, Knowledge (planes) +33, Knowledge (history) +33, Perception +41, Sense Motive +33, Spellcraft +33, Stealth +21, Swim +48, Use Magic Device +34
Languages Abyssal, Common, Draconic, Hylian, Moblin, Sylvan
SQ camouflage, trackless step, water breathing, woodland stride

Camouflage (Ex)
Stallord can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.

Cowering fear (Su)
Any creature shaken by Stallord’s frightful presence is also cowering instead of shaken for the first round of the effect, and shaken for the rest of the duration.

Any creature frightened by the frightful presence is instead cowering for the duration.

Energy Drain (Su)
On a successful critical hit, Stallord’s natural attacks inflict 1 negative level (DC 29 Fort).

Miasma (Su)
Stallord can use his breath weapon to create a cloud of fire as a standard action that deals damage to any creature inside it. The cloud moves with him and has a radius of 20 feet. When it’s created, anyone inside this area takes an amount of damage equal to half the his breath weapon, with a Reflex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round.

Soul Consumption (Su)
When a living creature within 30 feet of Stallord dies, that creature’s soul is torn from its body and pulled into Stallord’s binding sword if the creature fails a Will save (DC equals the save DC of breath weapon). This adds a number of hit points to Stallord’s soul ward equal to the dead creature’s Hit Dice. Creatures that have their souls consumed in this way can only be brought back to life through miracle, true resurrection, or wish.

Soul Magic (Sp)
Whenever Stallord wishes to cast any one of his known spells, he consumes a number of hit points from the soul ward equal to the spell slot level necessary to cast the spell (including increased levels for metamagic feats and so on). If the soul ward has insufficient hit points, Stallord cannot cast that spell. Casting a spell that reduces the soul ward to exactly 0 hit points does not harm him.

Soul Ward (Su)
An intangible field of siphoned soul energy protects Stallord from destruction. This ward has a maximum number of 46 hit points (HDx2) but starts at 23. Whenever Stallord would fall below 1 hit point, all damage in excess of that which would reduce her to 1 hit point is instead dealt to his soul ward. If this damage reduces the soul ward to fewer than 0 hit points, Vashkiyan is destroyed. Each time Stallord uses his breath weapon, he adds 1 hit point to the soul ward for each negative level bestowed. Each time Stallord strikes a cowering, frightened, panicked, or shaken creature with a natural weapon, he adds 1 hit point to the soul ward.

Trackless Step (Ex)
Stallord does not leave a trail in natural surroundings and cannot be tracked but can choose to leave a trail, if desired.

Woodland Stride (Ex)
Stallord can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.


Legend of Zelda: An RPG to the Past Bucketfox