A Brief Description of Commenly Encountered Hyrulian Creatures
For use with the Legends of Hyrule Role Playing Game 
by Krystofor Goldensword 
http://Hyrule-RPG.tripod.com - Legends_of_Hyrule@yahoo.com 

Ache:
Type:  Animal
Terrain:  Caves/Forests
Life: 1
Buffet: kills
Damage: 1
Speed: 6
Attack: 12
Attack Type: Deliberate
Special Ability: fly
Treasure: M

These carnivorous bats typically have a 2 foot wingspan.  They live on the roofs of caves, or else in the branches of particularly dense forests, and swoop down on prey.

Acheman:
Type:  Animal
Terrain:  Caves/Forests
Life: 2
Buffet: 1 Damage
Damage Reaction: stun
Damage: 1
Speed: 6/3 see below
Attack: 13/10 see below
Attack Type: Deliberate
Special Ability: fly, breathe fire
Treasure: standard, M

Achemen are predatory creatures with the uncanny ability to metamorphose from aches into demonic-looking batmen standing about 5 feet tall.  It is unknown how aches and achemen are related.  It is generally thought that aches grow to become achemen, but some naturalists are beginning to doubt this theory.
In their ache form, they are always red, whereas aches are normally blue, gray, or black.  They can breath fireballs at their prey at Attack 15, with a Range Multiplier of 3, inflicting 3 points of Damage at Penetration Factor 3 on anything they hit.
In their ache form, they are smaller, lighter, and more maneuverable.  A common technique among them is to swoop down from trees to a possition they feel is a safe distance from whatever they area attacking, transform, breathe fire, transform back, and retreat to safety.
Some people argue that the achemen actually constitute a people, but this is usually disregarded, since they have never demenstrated any ability to communicate or build.  They never wear clothes, and never use tools, and their attack patterns are hopelessly predictable.  Most people agree that they are not even among the brightest of animals.

Aquamentus:
Type:  Animal
Life:  6
Buffet: does nothing
Damage Reaction: none
Damage: 2
Speed: 1
Attack: 7
Attack Type: Deliberate
Special Ability:  shoot fireballs (details below); invincible except head
Treasure: Standard
Suggested Special Treasure: Heart Container

These dragons are roughly the size of an elephant.  They are green with small vestigal wings, and are characterized by a single horn on their foreheads.
Although cumbersome and slow, these are still fearsome creatures, because the only part of their bodies vulnerable to physical attack are their heads, although magical blasts will affect them no matter where they are struck.  Also, they shoot fireballs at Attack 10 with a Range Multiplier of 1.  These fireballs have a Penetration Factor of 3, and inflict 2 points of damage.  An Aquamentus will shoot three of these in roughly the same direction (about 5 degrees apart) every 5 seconds.

Attack everyone in that area as you would with any missile weapon.  Start with whoever's in the middle.  Then do whoever's on the right, then on the left.  If all three hit, that's that.  If one misses, keep attacking until it hits someone, or misses everyone (and hits the wall behind the party)

Armos:
Type: Person
Life: 2
Buffet: stuns
Damage Reaction: reel
Damage: 2
Speed: 3 or 6
Attack: 9 or 12
Attack Type: Deliberate
Treasure: Standard, A
Suggested Special Treasure: Shield

Armoses are petrified soldiers that come to Life if they are touched.  The reason these warriors were put into this unnatural sleep is unknown, and may never be discovered, because when an armos comes to Life, it relentlessly attacks any creature nearby.  If they speak at all, it is in a tongue long forgotten.
They carry spears which inflict 2 points of damage.
Present-day armoses are named after the Armos Knights of legend.  According to legend, several centuries ago there were animated statues which were called "Armos Knights."  These stone statues were said to come to Life whenever a warrior came with 5 feet of them, but none have been confirmed to still exist.

Bago-Bago:
Type: Animal
Terrain: Water
Life: 1
Buffet: Stuns
Damage: 2
Speed: 10
Attack: 15
Attack Type: Deliberate
Special Ability: spit missiles
Treasure: standard, M

These voracious skeletal fish infest both fresh and salt water, and appear in huge numbers if not combatted.  They are about ten to twelve inches long, and can weigh up to nine pounds.  They can jump up to fifteen feet out of the water to attack land-based creatures, and remarkably, can slither along the ground at a Speed of 10.
In addition, they will often scoop up rocks from the ocean floor or riverbeds, and hold them in their mouths.  Once on land, they can spit these with as much force as an octorok, with a Range Mulitplier of x5.
Note that bago-bagos do not actually "fly," but jump out of the water, and glide on their wing-like fins.  Once on land, they have no ability to jump, whatsoever.
Casting Healing on one will reduce it to a normal, natural, dead fish.

Bit:
Type: Animal
Life: 1
Buffet: stuns
Damage: 1
Speed: 1
Attack: 7
Attack Type: Automatic
Treasure: Standard, M

Closely related to bots, bits are small, round red slug-like blobs with two eyes, about a foot in diameter.  They slither around searching for prey, which they attack with a deadly poison secreted by their skin.  They mainly feed on insects.

Boon:
Type: Animal
Life: 2
Buffet: does nothing
Damage Reaction: Stun
Damage: 2
Speed: 8
Attack: 15
Attack Type: Deliberate
Special Ability: Fly
Treasure: any

Boons are large blue insects that harrass travelers by dropping rocks on them.  When dropping rocks, they attack at 8, with no Range Multiplier.  The rocks they drop usually deal a Buffet.

Bot:
Type: Animal
Life: 1
Buffet: stuns
Damage: 1
Speed: 3
Attack: 9
Attack Type: Deliberate
Special Ability: Jump
Treasure: Standard, M

Physically, bots are indistinguishable from bits except for their color.  Bots are blue (whereas bits are red).
Bots move the same way as bits, except that they are able to jump a short distance at Speed 3.
Touching a bot will result in an automatic attack, the same as a bit's, but they can also attack deliberately at Attack Level 9 by jumping.  This ability allows them to prey on small rodents and lowders.

Bubble:
Type: Spirit
Terrain: Sentry
Life: N/A
Buffet: does nothing
Damage: special
Speed: 5
Attack: 12
Attack Type: Automatic
Special Ability: Disarm, invincible
Treasure: N/A

Bubbles are vengeful ghosts which cannot be harmed in any way.
A character hit by a bubble will be unable to use his weapon-arm for 7 turns.
There are rare Red Bubbles, which permanently paralyze a character's sword arm, until he finds a Blue Bubble.  These are equally rare spirits, which are not malevolent.  Blue Bubbles will break any spell a character is under if touched.

Calian:
Type: Person
Life: 5
Buffet: 1 Damage
Damage Reaction: reel
Damage: Buffet
Speed: 3 (1 die)
Attack: 10
Attack Type: Deliberate
Magic: 0
Treasure: any

Slightly stronger, physically, and weaker, magically, than the Hylians, these are the ancestors of most present-day Calatians, although the blood has been mixed quite a bit.
Calians typically stand between 5'5" and 6' tall, and weigh between 90 and 160 lbs.  They have pointed ears, and swarthy skin, and,  in general, they look very similar to Hylians.
They tend to be good craftsmen, and most of Calatian economy is based off of trade with other nations.

Note for players playing Calians:  
Calians may opt to start with Lift 2 by spending 3 Character Points, and may spend Character Points to gain 1 or 2 Magic.

Dago:
Type: Person
Terrain: Sentry
Life: 1
Buffet: stuns
Damage: buffet
Speed: 3 
Attack: 8
Attack Type: Deliberate
Treasure: none

Dagos are undesputedly the stupidest people in Hyrule.  They look more or less like werewolves, and usually wear armor, which they themselves make, and which is totally useless.  They carry daggers that do 1 damage at close range.
They will inevitably fall for any trick or trap.

Note for players playing Dagos:  
Dagos have 1 Character Point.  Don't play them.

Daira:
Type: Person
Terrain: Swamps/Caves
Life: 5
Buffet: does nothing
Damage Reaction: reel
Damage: 2
Speed: 3 (1 die)
Attack: 10
Attack Type: Deliberate
Special Ability:  Lift=2
Treasure: Any
Suggested Special Treasure: Heavy (Lift2) Weapon

These bipedal reptiles prefer hot weather, and are usually only found in warm, moist environments, such as swamps or geologically active caves.
They are very strong and muscular, and seem to prefer heavy weapons such as maces and axes.

Note for players playing Daira:  
Daira start with 4 CPs, or one die.

Darknut:
Type: Automaton
Terrain: Sentry
Life: 2 (+armor)
Buffet: does nothing
Damage Reaction: reel
Damage: never unarmed
Speed: 2
Attack: 9
Attack Type: Deliberate
Treasure: any
Suggested Special Treasure: P3 Shield

Darknuts are basically stalfos in armor; corpses animated by evil magic.  As such, their creation is based on the Enslave spell, and can be undone by a Healing spell.  If a Healing spell is cast on a darknut, its armor and weapons vanish, and it colapses into a pile of bones.
They wear armor which is color-coded backwards from most Hyrulian armor; red armor doubles the damage they can take, and blue armor quadruples it.  Their shields have a Penetration Resistance of 3.  This armor protects them from all kinds of fire or ice-based spells, except Medallions.
Red darknuts carry daggers which cause 1 point of damage, and blue darknuts' swords cause 2.

Deeler:
Type: Animal
Terrain: Forests
Life: Red 1 / Blue 2
Buffet: stuns
Damage Reaction: stun
Damage: 1
Speed: 5
Attack: 12
Attack Type: Deliberate
Special Ability: spin silk dragline (equivalent to 1/4 inch rope), only stunned by damage
Treasure: any

Closely related to tektites, these spidery creatures live in tall trees and drop down on passing creatures with a line of silk thread.  There are two species, red and blue.  
Red deelers spin a silk thread and drop very quickly, and then climb back up almost as quickly after biting their prey once or missing altogether.  They then repostition themselves for another drop.  They use this hit-and-miss type of attack to take down prey of all sizes, from rodents to Hylians.
Blue deelers are physically very similar to red ones, but much stronger.  They tend to drop to the ground rather than climb back up the thread.  Once on the ground, they attack by jumping at Speed 6, Attack Level 13, once every 2 turns.

Digdogger:
Type: Animal
Terrain: Caves
Life: 8
Buffet: stuns
Damage Reaction: none
Damage: 4
Speed: 2
Attack: 9
Attack Type: Automatic
Special Ability: impervious shell, not fazed by damage
Treasure: standard

Digdoggers are land-dwelling anemonies that inhabit dank caves.  They are yellow with poisonous, orange tentacles, and have a single, large squid-like eye.
In their larval state, they are about 2 feet across.  As adults, they develop a 3-foot thick leathery membrane which protects them from almost any physical attack; but medalians, Thunder Magic, and the Music of the Spheres will affect them.  The Reveal song will cause their membrane to shrivel.
Adult Digdoggers often have one or two young under their membrane.

Dodongo:
Type: Animal
Terrain: Caves
Life: 8
Buffet: does nothing
Damage Reaction: special (see below)
Damage: 1
Speed: 2
Attack: 9
Attack Type: Automatic
Special Ability: impervious shell
Treasure: see below (any)

Dodongos are hulking orange reptiles with two horns on their heads, and one on their noses.  They have a thick hide that cannot be penetrated by any known magic or weapon.  Their only vulnerable spots are their eyes and mouth.
Their eyes are highly sensitive, however, and if a Dodongo gets smoke or dust in its eyes, it will stop dead in its tracks long enough to be stabbed through the eye or mouth and killed instantly.  Such an attack only requires 1 point of damage to kill a dodongo, but must be delt with a pointed weapon (you can't stab a dodongo with a boomerang or club).
Dodongos generally lumber around, more or less oblivious to creatures around them.  They cause damage not so much by attacking as by blundering into unfortunate creatures.  If a dodongo actually attacks (which is rare), it does so by charging at Speed 5, and its horns will inflict 4 points of damage.
When one dies, roll a die.  On a roll of 1-2, it leaves a Bomb.  On any other roll, re-roll normally for any treasure.

Doomknocker:
Type: Automaton
Terrain: Sentry
Life: 6
Buffet: does nothing
Damage Reaction: reel
Damage: 3
Speed: 2
Attack: 12
Attack Type: Deliberate
Special Ability: Jump, Throw
Treasure: any

Doomknockers are armored guards made with the Enslave spell.  They carry maces which they can throw with a range mulitplier of x1, inflicting 2 points of Damage to anything it hits at Penetration Factor 3.  If this weapon hits, it disappears, and reappears in the doomknocker's hand at the start of the next turn..  If it misses, it will turn around at the end of its flight (12 feet) and return like a tracer boomerang.  At close range, they can punch for 3 points of Damage at Penetration Factor 2.
Their armor (which is integral, and can never be removed as long as they are Enslaved) provides them with a Penetration Resistance of 1 over their entire bodies.

Fairy:
Type: Person
Terrain: any
Life: 1
Buffet: does nothing
Damage: n/a
Speed: 7 (2 dice)
Attack: 14 (7 long range)
Attack Type: n/a
Special Ability: fly, heal, cast magic, not fazed by damage
Magic: 50
Treasure: H (automatic)

Fairies are tiny people, about 2 inches tall, with four gossimer wings.
They live in enchanted springs with powerful magical fields around them, preventing any creature with a wicked heart from coming near them.  Of course, fairies must occasionally leave these springs in order to procure food and other necessities.
All Fairies have the inherant ability to cast the Life spell on any creature, rather than just themselves.  They are prized for their curative powers, and are often captured by evil armies.  Although it is difficult to actually harm a fairiy, they are fairly easily captured with a butterfly net.
In combat, fairies will usually try to escape, since they cannot attack, and usually know few attack spells.
All fairies seem to be female, which is a dilema, to put it mildly.  Since fairies never talk to other creatures about their ways, it is not known how this is possible.  There are several theories about how they could exist this way.  One is that there is a finite number of fairies, all of whom are immortal, so that as long as they live harmoniously in their springs, and are not killed, they have no need to procreate.  Another is that they are some type of spirit born of an elemental force, and thus do not reproduce sexually.  Another is that all fairies actually exist on some type of magical plane, and that their physical bodies are just a projection into our dimension, so that they can't be killed, only temporarily wounded.  However, this is all academic, and the truth may never be revealed.
The Enslave spell does not have its normal effect on fairies.  Instead, it transforms them into glowing skulls which move mindlessly around rooms, bouncing off of walls and moving in straight lines (Speed and Attack are unaffected, but antifairies do not follow creatures to attack them, the only bump into them by chance).  If a character is hit by one of these antifairies, it causes 1 point of Damage, and the character also loses 1 point of Magic.  The Healing spell or a pinch of Magic Powder will restore antifairies to their natural state.

Note for players playing Fairies or Managers running attacking Fairies:  
A Fairy's attack at range (throwing, archery, magic wands, etc.) is the same as the its speed.  i.e. if a Fairy  has a Speed of 10, it attacks at 10 with a range weapon within the minimum range, not 17.
However, in hand-to-hand combat, a Fairy does attack at it's standard Attack rating.  A Fairy with a Speed of 10 would swing a sword, punch, etc. at Attack 17.
Fairies cannot gain Character Points by sacrificing Magic.
Fairies never attack other Fairies.  It is against their nature to fight any good creature.

Gel:
Type: Animal
Terrain: Caves
Life: 1
Buffet: Kills
Damage: 1
Speed: 3
Attack: 8
Attack Type: Automatic
Treasure: none

A gel is a young zol.  They grow into mature zols in about a week.  They are about a foot in diameter, a little less than half the size of a mature zol.

Geldarm:
Type: Animal
Terrain: Desert
Life: 2
Buffet: does nothing
Damage Reaction: stun
Damage: 2
Speed: 0
Attack: 2
Attack Type: Deliberate
Special Ability: impervious except head, not fazed by damage
Treasure: M, H

Geldarms are huge creatures related to centepedes.  They are white, and about 10 feet long.  They are generally found standing up on their tails trying to catch passing flying insects, which they prey on.  Their thick exoskeleton provides armor with a Penetration Resistance of 3, but their heads are vulnerable.  If they are touched on their bodies, they will reach down to try to attack whatever touched them.

Ghini:
Type: Spirit
Terrain: Graveyards
Life: 9
Buffet: Stuns
Damage Reaction: reel
Damage: 4
Speed: 4
Attack: 11
Attack Type: Deliberate
Special Ability: some are invincivle
Treasure: any

Ghinis are guardians of graveyards which appear only in times of great chaos or evil (called Cateclysms) such as the Imprisioning War, the Coming of the Wizard, and Ganon's Invasion.  They wander around the graveyard more or less mindlessly, but attacking anyone who gets in their way.
Invincible Ghinis will emerge from headstones if the stones are touched by anyone other than the family of the deceased.  These cannot, themselves, be killed, but they will vanish if the character that touched the stone moves more than 50 feet away from the grave.  Also, if a normal ghini is killed, all other ghinis, invincible or otherwise, within a 50 foot radius will vanish.

Gibdo:
Type: Automaton
Terrain: Sentry
Life: 10
Buffet: stuns
Damage Reaction: reel
Damage: 4
Speed: 2
Attack: 10
Attack Type: Deliberate
Treasure: Standard

Gibdos are the corpses of Hylians that have been animated by the Enslave spell.  Since the Enslave spell is used in their creation, they will collapse if the Healing spell is cast on them.

Gleeok:
Type: Animal
Terrain: Caves
Life: 8/head
Buffet: does nothing
Damage Reaction: none
Damage: 4
Speed: 1
Attack: 20
Attack Type: Deliberate
Special Ability: Fireballs, not fazed by damage
Treasure: any
Suggested Special Treasure: Heart Container

Gleeoks are green dragons, about 7 feet high at the shoulder, with two legs, vestigal wings, and two to four heads.  
Although they cannot move very well, every 3 turns, they can breathe 1 fireball at Attack 20, with a Range Multiplier of 3.  These fireballs have a Penetration Factor of 3, and cause 2 points of Damage.
A gleeok's only vulnerable parts are its necks, which can only be damaged by edged weapons.  They are totally impervious to any magic-based attack except Zaps from swords.  Arrows will stick in their necks, but do no damage at all.  Maces and hammers will bounce off.  Spears will damage them normally, as will swords, daggers, and axes.
A neck is severed when it receives 8 points of damage.  The severed head will then fly around the room, shooting a fireball every 3 turns, in addition to the one spewed by the live gleeok.  These heads cannot be directly damaged.  Once all heads are severed, the gleeok dies, and the heads fall lifeless.

Gohma:
Type: Animal
Terrain: Caves
Life: red 1; blue 6
Buffet: does nothing
Damage Reaction: none
Damage: 2
Speed: 1
Attack: 8
Attack Type: Deliberate
Special Ability: 2P Shell, fireball, not fazed by damage
Treasure: any
Suggested Special Treasure:  Heart Container

Ghoma are huge crustaceans with shells that povide them a Penetration Resistance of 2.  A gohma's only vulnerabe spot is its large eye, which it usually keeps closed.  During combat, it will open its eye for 3 turns about once every 7 turns (the manager secretly rolls 3 dice every time it closes its eyes to determine how long they will stay shut) to see where its victims are.  The rest of the time it relies on its accute hearing.  When it's eye is open, to successfully attack it, a character must attack with a spear or some other piercing weapon, as if it were attacking a creature with a speed of 6, since it is such a small target.
Gohmas move slowly, and are not good fighters, but every 3 turns they can breathe fireballs  which attack at 12 with a Penetration Factor of 3 and which inflict 2 points of damage.

Gohma have relatives that live on the largest island in Hyrule, inhabiting plains, deserts, and caves.  These are almost identical in appearence, but can jump like a tektite.  They can jump up to fifteen feet high, and fifteen feet laterally, and move at Speed 7, Attack 14.  These keep their eyes open almost all the time, since they do actively hunt, and their eyes can be attacked as a creature with a speed of 12.

Gohmoa:
Type: Spirit
Terrain: Forests
Life: 3
Buffet: does nothing
Damage Reaction: stun
Damage: 4
Speed: 1
Attack: 8
Attack Type: Automatic
Special Ability: 2P Shell, fireball, not fazed by damage
Treasure: any

Gohmas are malevolent spirits that haunt deep forests.  They look like moas, but are larger, and more solid.  They have one large eye, which is closed while they move, but they will stop to open it from time to time to see what's happening.  They are only vulnerable when their eyes are open.
When ghomoas enter combat, the Manager will secretly roll a die to see how long it will keep its eye closed.  When the number of turns appearing on the die elapses, the gohmoa will stop for a turn to open its eye and look around.  It will then mindlessly wander towards whatever life form is nearest to it, attacking it until either the gohmoa or its victim dies.
They are usually easily avoided, since they move quite slowly; but, in large numbers they can bog down travelers.
It is not known why gohmoas exist.

Goriya:
Type: Person
Terrain: Caves/Sentry
Life: red 3; blue 5
Buffet: stuns
Damage Reaction: reel
Damage: 1
Speed: 2 (1 die -1)
Attack: 9
Attack Type: Deliberate
Special Ability: night vision
Treasure: standard, B
Suggested Special Treasure: Boomerang

Goriya are demons that live in caverns deep under the surface of the earth.  Most of them never see the sun, but some of the deepest mines have reached the highest of their caverns and unleashed them on the world.
Goriya generally stand about 4 feet high, and look rather like anthropomophized moles, with badger-like heads and sharp claws.  Goriya usually carry several boomerangs with them, and are always expert hunters with them.
In the bowels of the earth, the only light is artificial and faint, so goriya are able to see in near-total darkness, giving them a great advantage against enemies who are not adept in dark environments.

Notes for players playing Goriya:  
Goriya start with 4 CPs (or one die), automatically start with Throwing skill, and are atuomatically equipped with Boomerangs.  Goriya may opt to start with Lift 2 by spending 3 Character Points.

Hammer Beast:
Type: Animal
Terrain: Sentry
Life: 3
Buffet: does nothing
Damage Reaction: Reel
Damage: 3
Speed: 1
Attack: 8
Attack Type: Deliberate
Special Ability: Throw, Jump
Treasure: any

Hammer Beasts are formitable soldiers from another plane of existance.  They can be summoned to Hyrule by powerful wizards using the Minion spell.  They are about 6 feet tall, covered with hair, and have two arms, and two legs, but no head, per se.  They have two large eyes and a mouth in the upper part of their bodies, so they seem to have no neck, but a wide head fused to their shoulders.
They carry several maces with them, which they throw in arcs, about 10 feet in the air, and landing six feet away, in vollies or veils in front of them, with alarming speed, forming somewhat of a barrier in front of them.  When these maces hit the floor, or a target, they vanish, and reappear in the Beast's possession.  Any character attempting to come within 6 feet of a Hammer Beast must undergo an Attack at 13 from these maces.  These weapons inflict 2 points of Damage at a Penetration Factor of 4.  At close range, a Beast will strike with its claws for 3 points of Damage at Attack 8, and Penetration Factor 4.
Rather than following the normal chart for a creatures attacks per Turn, Hammer Beasts have 6 actions per Turn, despite their low Speed and Attack.  Typically, they will use these attacks simply to throw their maces.
Hammer Beasts can be given an order to guard a particular place or treasure when they are summoned to Hyrule, and they will do so until they are defeated, at which point they will return to their previous existance.  Time has no meaning to them, so they can guard a location for years or even centuries.

Horse:
Type: Animal
Terrain: Plains
Life: 16-96 (2 dice x8)
Buffet: does nothing
Damage Reaction: special (see below)
Damage: bite 2; paw 3; kick 4
Speed: 15
Attack: bite 18; paw 22; kick 15
Attack Type: Deliberate
Special Ability: trample over enemies, carry riders
Treasure: Heart, 
Suggested Special Treasure: Heart Container, Enemy Bait

There are several varieties of horses in Hyrule, bred for speed, strength, or beauty.
Horses provide the only kind of transportation in Hyrule other than running.
A horse will generally run from any loud noises or confrontation, but will occasionally kick if it feels threatened.
Riding on horseback increases a character's defensive Speed by 2 (for Attack rolls against it, not for turns per round), and drops its Attack by 1 (because you have to work around the horse).  If the character is attacked, and the attacker misses by 1 or 2 (i.e., needs a 5 to hit and rolls 6 or 7), the rider is unharmed, but the horse takes the damage.  When this happens, roll one die.  
On a roll of 1, the horse does nothing but whinney. 
On a roll of 2 or 3, the horse will rear up and attempt to buck its rider off.  This is counted as an Attack at 10.  If the Attack succeeds, the rider falls off, and the horse runs away.  If the Attack fails, the rider regains control of the horse.
On a roll of 4 or 5, the horse will start running in a random direction.  When this happens, roll a die each turn.  On a roll of 1, the rider regains control of the horse.  On any other roll, the horse keeps running.
On a roll of 6, the horse will kick the nearest creature.

War Horses are a special breed of horse, which, if trained from birth, can be taught to fight, and to receive commands from the rider's feet, rather than from the reigns, so the rider can effectively fight with both hands from horseback.  In addition, a War Horse can be taught to attack, and will not run away in combat.
However, when a War Horse takes enough damage that its Life is at 10% of its maximum (rounded up), it will behave as a normal horse (roll dice when hit as described above).

Hylian:
Type: Person
Terrain: any
Life: 4
Buffet: 1 Damage
Damage: Buffet
Damage Reaction: reel
Speed: 4 (1 die +1)
Attack: 11
Attack Type: Deliberate
Special Ability: Telepathy
Magic: 6
Treasure: any

Hylians are the chosen race of the gods, and are the destined holders of the legendary Triforce.  Although their blood has been mixed with that of their friends, the Calians, they are still identifiable as a race.
They stand about 5 to 5 1/2 feet tall, with long pointed ears, light skin, and chisled features.
They are skilled in the arts and sciences of both nature and magic, although most Hylians would argue that there is no distinction between the two.  They tend to dress in bright colors and build their structures with more attention to beauty than function.
Some Hylians develop a strong connection, which allows them to communicate telepathically, and some have the ability to comunicate telepathically with anyone.  It is said that they can also receive special messages from the gods, but this is often regarded as an "old wives' tale."

Ironknuckle:
Type: Automaton
Terrain: Sentry
Life: Orange 3/Red 4/Blue ?
Buffet: does nothing
Damage Reaction: reel
Damage: never unarmed Orange 2/Red 3/Blue 3
Speed: 3
Attack: 15
Attack Type: Deliberate
Special Ability: Sword, Shield, 2P
Treasure: any

Ironknuckles are statues made of iron which will attack any intelligent creature in their vicinity.  They stand about 6 feet tall, and are made to resemble a knight wearing full plate red or blue armor. 
Ironknuckles have swords which do varying amounts of damage and which have a Penetration Factor of 2.  Blue Ironknuckles generally have Zapper swords.
All Ironknuckles have a Penetration Resistance of 1, and carry shields with Penetration Resistance of 3, which are impervious to all magic.

Keese:
Type: Animal
Terrain: Caves which attack at 12
Life: 1
Buffet: Kills
Damage: 1
Speed: 4
Attack: 1
Attack Type: Deliberate
Special Ability: Fly
Treasure: none

Keese are blue bats with a wingspan of about 3 feet.  They fly more or less randomly, lighting now and then on statues and floors.  They will bite just about any creature they are able to.
Keese are a bit too large to fly very well, and don't have a great deal of stamina.  When one is encountered, the Manager secretly rolls a 2 dice to determine how long the keese will stay in flight.  At the end of the number of turns rolled, the keese will land and rest for 3 turns before taking off again, at which point, the Manager will again roll 2 dice.
Technically, keese aren't really bats at all, but larval vires.

Lanmola:
Type: Animal
Terrain: Caves
Life: red: 2/section blue: 4/section
Buffet: does nothing
Damage Reaction: none
Damage: 4
Speed: 7
Attack: 14
Attack Type: Deliberate
Special Ability: burrow, not fazed by damage
Treasure: any

Lanmolas are giant red or blue centipedes, about 10 feet long at maturity (head and 4 sections).  
They do not have a central nervous system, per se.  Their movement is controlled by ganglial clusters along the sides of their bodies.  Therefore, they can be cut in half, and continue to move.  To be killed, they must be totally destroyed.

Leever:
Type: Plant
Terrain: Desert (or beaches)
Life: Red 2/Blue 4
Buffet: stuns
Damage Reaction: reel
Damage: Red 1/Blue 4
Speed: Red 3/Blue 2
Attack: 9
Attack Type: Automatic
Special Ability: Burrow (Speed 4)
Treasure: standard

Leevers are one of the greatest threats travelers face.  They pose little threat to seasoned swordsmen, but untrained merchants and travelers often fall prey to these vile plants.
Leevers are about 2 feet tall at maturity, and are various shades of red or blue.  They have four large leaves, or petals, pointing upwards around a large (8" diameter) stamin.  These flowers are actually the visible protruberance of a large, subterranian plant.  As such, they seem to appear and disappear beneath the sand, as the animate plant moves them like a puppeteer.  The flowers are easily defeated, and a leever with no flowers poses no threats, and will lie dormant until it grows more; but, this regenerative process usually takes only a few days.

Like Like:
Type: Animal
Terrain: Caves
Life: 9
Buffet: stuns
Damage Reaction: reel
Damage: 1
Speed: 2
Attack: 9
Attack Type: Deliberate (engulf)/Automatic (stomach acid)
Special Ability: eat magic items
Treasure: any

Like-likes are bizzare, tube-like creatures generally agreed to be the result of some failed magical experiment, or a conjuration of some sort.
From a distance, a like-like looks like a coiled, orange snake.  However it has neither head nor tail, and is actually a tube, with folds of skin around it, so that basically its entire body is composed of mouth, stomach, and anus.  It has an open circulatory system, decentralized nervous system, and no visible sensory organs.
It will blunder about a room blindly until it touches some creature holding a magial artifact.  It will then quickly engulph the creature (no way to avoid this, once successfully attacked)
Once it has engulphed a creature holding magical items, every three seconds (turns) it will have eaten any exposed magical items that do not have sharp edges.  That is to say, it would not eat a magical sword or spear, as it would puncture itself in the attempt, nor anything in a pouch or tied securely to a belt or a creature's back; however, it will eagerly eat up magical shields.  The creature engulphed can attack the like like with whatever weapons it has on hand.
In the process of engulphing creatures in this manner, it will inflict one point of damage, and leave the creature engulphed with a rather large laundry bill.

Lizalfos:
Type: Person
Terrain: Forests, Caves, Sentry
Life: Orange 4, Red 6, Blue 12
Buffet: does Nothing
Damage Reaction: reel
Damage: Orange Buffet, Red 1, Blue 2
Speed: 4
Attack: 11
Attack Type: Deliberate
Special Ability: Shield, Throw
Treasure: any
Suggested Special Treasure: P2 Shield

Named for ancient legends about lizardmen who once inabited Hyrule, Lizalfos are creatures which seem to be part of the upper ranks of Ganon's army, showing up late on the scene in the invasion, and currently forming what appear to be among the highest ranking officers, establishing fortresses, and commanding from a distance most of the time, but quite formidable in combat, themselves.
Orange Lizalfos carry spears which attack at Penetration Factor 2 and inflict 3 points of damage.  Red Lizalfos carry Penetration Factor 3 maces, which inflict 4 points of damage, and Blue ones carry similar maces that inflict 6.
They are a mysterious people, who never speak to their enemies, but engage them immediately, ruthlessly, and to the death.

Lowder:
Type: Animal
Terrain: any
Life: 1
Buffet: does nothing
Damage Reaction: stun
Damage: 1
Speed: 4
Attack: 11
Attack Type: Deliberate
Special Ability: see in the dark, only stunned by damage
Treasure: standard, M

Lowders are huge beetles, which are about 2 feet long, and weigh up to 15 pounds.  They have a keen sense of smell and sight, but no brainpower, and will rush at any creature they see, butting it and attempting to hold it with their huge mandibles.

Lynel:
Type: Person
Terrain: Mountains
Life: red 4/blue8
Buffet: stuns
Damage Reaction: reel
Damage: red 2/blue 4
Speed: 2 (1 die -2)
Attack: 9
Attack Type: Deliberate
Magic: 2
Treasure: any
Suggested Special Treasure: 4D P2 Zapper

Lynels are creatures that resemble a horse, but rather than a horses head, they have the body of a calian, with the head of a lion.
They almost always carry Zapper swords which inflict at least 4 points of Damage, and Zap at a Penetration Factor of 2 for 4 points of damage.
These creatures keep to themselves, and speak their own language.  They first appeared in Hyrule as Ganon's most elite guardians.  Now, they are the ranking officers in Brotherhood of Underworld Monsters.

Note for players playing Lynels:  
Lynels may opt to start with Lift 2 by spending 3 Character Points.  They start with 10 Character Points, or three dice.

Manhandla:
Type: Plant
Terrain: Caves
Life: 4/leaf
Buffet: does nothing
Damage Reaction: none
Damage: 2
Speed: 8 - 1/head
Attack:  18 - 2/head
Attack Type: Deliberate
Special Ability: Fireballs, not fazed by damage
Treasure: any
Suggested Special Treasure: Heart Container

Undoubtedly the most feared plant in Hyrule, a manhandla has no roots of any kind, and is strictly carnivorous.
Normally a manhandla has a round, 2-foot diameter body, resembling a mushroom cap, and four leaves sticking out in four directions.  These leaves are developed into huge mouthes (complete with woody teeth), which it uses to devour its prey.
To destoy it, all four leaves (mouths) must be killed.  The remaining body is then harmless, and may simply die from infection, or it may re-grow in a few weeks.  The only reliable way to permanently kill it is to burn the remaining body.
It usually has Speed of 4, and Attack rating of 10, but the leaves are very heavy and slow it down, so that once one is destroyed, it speeds up by 1 Speed and 2 Attack.
Every 6 turns, it shoots a fireball with a Penetration Factor of 2, and which inflicts 1 point of Damage.

Megmat:
Type: Animal
Terrain: Forests, Plains, Caves
Life: 1
Buffet: stuns
Damage Reaction: stun
Damage: 2
Speed: 10
Attack: 17
Attack Type: deliberate
Special Ability:  Jump 15 feet high, only stunned by damage
Treasure: M

We're not sure what the heck it is.  It always looked like a toad to me, until a friend pointed out that it has a beak, so then it looked like a blue kiwi bird with one eye in the middle of its forehead.  Then another friend said that in Nintendo Power Magazine, it was illustrated as being an armadillo.
You deal with it.  We can't.  Define it how you like.

Moa:
Type: Spirit
Terrain: any
Life: Red 2/Blue 4
Buffet: does nothing
Damage: 2 (and 1 Magic)
Damage Reaction: none
Speed: 4
Attack: 11
Attack Type: Automatic
Special Ability: fly, Fire, not fazed by damage
Magic: 12
Treasure: standard, M

Moas are malevolent spirits of the dead which haunt graveyards in times of great evil.  When they touch a living creature, they drain both Life and Magic points from them.  They can only be attacked with magical weapons or attacks.  Some of them are totally invisible to the naked eye, and require a powerful divination tool such as the Lens of Truth or the Cross.
After Ganon's conquest of Hyrule, they were sighted in increasing numbers in graveyards, and attacked the town of Kasuto, causing the inhabitants there to flee for their lives to a forest on the eastern shore of the Island.
After Link's wish for peace, they vanished, and have not been seen since.

Moby:
Type: Animal
Terrain: any
Life: 1
Buffet: kills
Damage Reaction: stun
Damage: 1
Speed: 10
Attack: 17
Attack Type: Deliberate
Special Ability: fly, only stunned by damage
Treasure: standard

Mobies are a species of falcon which attack large prey by swooping down at them in a series of quick passes; clawing with their sharp talons and then flying off quickly to escape attack, and repeating the process until their prey is killed.

Molblin:
Type: Person
Terrain: Forests
Life: Orange 1/Red 2/Blue 3
Buffet: stuns
Damage Reaction: reel
Damage: 1
Speed: 2 (1 die -1)
Attack: 9
Attack Type: Deliberate
Special Ability: Throw
Treasure: standard, B
Suggested Special Treasure: 1D 1P Spear

Molblins are dog-faced devils who generally keep to the forests.  They came to Hyrule as the infantry of Ganon's army, and now constitute the bulk of the Brotherhood's forces.
They generally carry enchanted spears, given them by Ganon, which can be thrown at Penetration Factor 1, and inflict 1 point of damage, and after striking a target or landing, magically appear in their hands again.
Individually, a molblin is as intelligent as a rock.  Working collectively, they are somewhat stupider, as they tend to get in each other's way.  However, they are tenacious and determined fighters, despite their bungling, and if you don't have a shield, their spears can prove to be a force to be reckoned with.

Notes to players playing Molblins:  
Molblins start with 3CPs (or 1 die), automatically have the Throwing skill, and are automatically equipped with Magic Spears, which return to their hand after striking their targets.

Moldorm:
Type: Animal
Terrain: Caves
Life: 2/section
Buffet: does nothing
Damage Reaction: none
Damage: 1
Speed: 2
Attack: 9
Attack Type: Automatic
Special Ability: burrow, not fazed by damage
Treasure: standard

Moldorms are huge orange worms measuring 20 feet long and having 5 sections at adulthood.  They live in warm, sandy earth and always avoid sunlight.  As a result, they are usually found in desert caves.
They secrete a strong neurotoxin which will inflict 1 point of damage on any creature which touches them (except, of course, other moldorms or digdoggers).  They are carniverous, but quite blind, having no eyes of any sort.  They have no ears per se, but can sense vibrations with a fair amount of accuracy.  Usually, they prey on burrowing insects and moles.
Having no centralized nervous system, but are divided into 5 segments, each one containing two dorsal ganglial clusters.  To kill one, all of its sections must be destroyed.

Myu:
Type: Automaton
Terrain: Caves
Life: 1
Buffet: does nothing
Damage: 1
Speed: 1 (5 defence)
Attack: 8
Attack Type: Automatic
Special Ability: very small, hard to hit
Treasure: M

A special slime covered in spikes.  It is very small (about two inches high, and six inches in diameter), and is therefore much harder to hit than its Speed would indicate.  It is also very hard, due to the fact that it is covered in iron spikes, so glancing blows will do no damage.
When a creature attacks it, it hits with its normal Attack plus its weapon's Penetration; i.e., a Hylian attacking at 9 with a sword with Penetration 2 would attack at 11.  This is because higher Penetration weapons will be able to cut through some of the spikes.
If a character using a weapon shorter than 3 feet long misses a myu, it automatically attacks back (with no penalty to number of attacks) at Attack 12.  This is because a character must get very close to the spikes in order to hit it.  If a character uses a dagger against a myu, it is automatically hit, whether the attack on the myu is successful or not.

Octorok:
Type: Animal
Terrain: Any
Life: Red 1/Blue 2
Buffet: stuns
Damage Reaction: reel
Damage: 1
Speed: 1 or 3
Attack: 8 or 10
Attack Type: Deliberate
Special Ability: spit missiles
Treasure: standard, B

Octoroks are mollusks related to octopi.  They have eight short suckered tentacles, two small but well-developed eyes, and a large sucking mouth lined with teeth.  They are about 2 feet high, and 4 feet from the tip of a tentacle to the other.
What makes these creatures dangerous (aside of their ability to bite), is that they can swallow stones and use their powerful stomach muscles to throw them back out of their mouths, at full Attack within 5 feet, and half of Attack from 5 feet to 10 feet (max), dealing a Buffet to any creature they hit.

Patra Queen:
Type: Animal
Terrain: Sentry
Life: 11
Buffet: does nothing
Damage Reaction: none
Damage: 
Speed: 1
Attack: 6
Attack Type: 
Special Ability: fly, not fazed by damage
Treasure: any

Patra Satellite:
Type: Animal
Terrain: Sentry
Life: 6
Buffet: does nothing
Damage Reaction: none
Damage: 
Speed: 12
Attack: 12
Attack Type: 
Special Ability: fly, not fazed by damage
Treasure: none

Patra are telepathically linked creatures which Ganon introduced to Hyrule during his conquest.  
The Queens are blue eyeballs about 2 feet in diameter, with insectoid wings.  The Satalites red, and are about 6 inches across, with similar wings.
A Queen Patra always has 8 Satalites around it.  Generally, the Satelites cling to the Queen Patra.  
When a creature enters a room, the Satalites take flight and form an orbit 10 feet in diameter (each 5 feet from the Queen), each orbiting around the Queen at a rate of one revolution per turn.  Sometimes the Satalites will stay in this formation, and sometimes they will shoot out in unison to a distance of 20 feet from the Queen every other turn.

Peahat:
Type: Spirit
Terrain: Deserts/Plains
Life: 2
Buffet: stuns
Damage Reaction: reel
Damage: 1
Speed: 5
Attack: 12
Attack Type: Automatic
Special Ability: fly invincibly
Treasure: standard

A Peahat is about 3 feet high and two feet across.  It has a yellow, cylindrical body with a daisy-like flower at the top, and red leaves around the base.
Being spirits, they can turn their bodies into ether, and fly through solid objects unharmed.  While in flight, peahats are completely invincible; however, they cannot fly indefinitely.  When a peahat takes flight, the Manager will roll two dice and multiply the result by two to determine how many turns the peahat will remain in flight.  
Although peahats are quick, they seem to fly somewhat randomly, and never travel in a straight line, so they are usually easily escaped.
Peahats are the ghosts of flowers.  Long ago, before the Imprisioning War, there lived a race of intelligent plants.  They communicated telepathically, and had no way of conveying messages to other types of living creatures.  When Hylians settled in their territory, their plows destroyed the delicate root-system and chemical balance in the soil that these plant-people needed to survive.  Fairies, who came with the Hylians, began populating the springs and casting their magical wards, which killed some of the justly angry flower-people.  The peahats thus died their horrible death at the hands of Fairies and Hylians who knew nothing of those they had wronged, and would have saved, had they known.  In their last silent screams, the peahats cursed their unknowing killers, and vowed to return to seek vengance.
Today, they are quite skilled at capturing Fairies, and will harrass Hylians and Calians endlessly.

Pols Voice:
Type: Animal
Terrain: Caves
Life: 10
Buffet: does nothing
Damage Reaction: none
Damage: 2
Speed: 2
Attack: 9
Attack Type: Automatic
Special Ability: Jump, not fazed by damage
Treasure: any

Pols Voices stand about five feet tall, and are yellow, and resemble nothing so much as a gumdrop with two large ears and several whiskers.
Similar to bits and zols, these are also jelly-like creatures, with the signicant difference that they have a leathery skin.  As such, it is very hard to damage one with an edged weapon (such as a sword).  However, any successful piercing attack (a thrust with a spear or dirk, or a shot from an arrow) of 1 point of Damage or more will puncture this membrane and kill the creature.
(It is a common old wives' tale in Hyrule that sounds cause them pain.  In reality, they are deaf, and sense vibrations only as vibrations, not as sound, per se.)

Rope:
Type: Animal
Terrain: Caves
Life: Yellow 1/Irridescent Green 2
Buffet: stuns
Damage Reaction: reel
Damage: 1
Speed: 12
Attack: 19
Attack Type: Deliberate
Special Ability: 
Treasure: any

Ropes are poisonous yellow snakes about 6 feet long.  When a warm blooded creature (or other heat source) enters a room with ropes, roll a die for each rope in direct line of sight of it.  On a roll of 1, the rope notices the heat source.  On any other roll, it ignores it for the time being.  If there is more than one source of heat in the room, 2 means it charges the second, 3 means it charges the 3rd, etc.
Ropes will generally move around randomly at a speed of 3, until they notice a source of heat, which they will charge at in a straight line at a speed of 12.  They can be fairly easily dodged if a character sees one coming, as they are unable to stop once they start moving, and will continue in a straight line for another ten feet. 
When characters enter a room with ropes, assign a number to each heat source in the room.  At the start of each turn, roll one die for each rope.  The rope will attack the heat source corresponding to its roll.  If the roll is invalid (a roll of 5 when there are only 4 heat sources), the rope does nothing.  If there are more than 6 possible targets, use two dice, and re-roll invalid rolls until the rope attacks.  (It is unlikely that even a rope could miss 7 or more targets...)

Scorpyro:
Type: Animal
Terrain: Desert
Life: 
Buffet: does nothing
Damage Reaction: reel
Damage: 
Speed: 4
Attack: 11
Attack Type: Deliberate
Special Ability:  Shoot fireballs
Treasure: standard, M

Scorpyros are large arachnids that resemble giant scorpions, but have one large eye, like a ghoma's, which takes up most of the front portion of its body.
Its entire body, including its eyelid, has a Penetration Resistance of 4, rendering it nearly invlulnerable when its eye is closed.  It will generally open its eye to see where its prey is, and then close its eye to attack.  
It attacks in one of two ways, either by rushing foreward and tearing at it with its sharp forearms at Attack 11 with its eye open or 7 with its eye closed, or by firing a fireball from its tail.  This fireball has a Penetration Factor of 3 an Attack of 15, and a Range Multiplier of 3, assuming the eye is open.  When it closes its eye, it loses 3 Attack Points for each turn it is closed, until it opens it again, and reaquaints itself with its surroundings.  That is to say, after keeping its eye closed for 1 turn, its fireballs attack at 12; after 2 turns it attacks at 9; after 3 at 6, etc.; until it opens its eye again. 

Stalfos:
Type: Automaton
Terrain: Sentry
Life: 2
Buffet: stuns
Damage Reaction: reel
Damage: buffet
Speed: 2
Attack: 9
Attack Type: Deliberate
Treasure: any
Suggested Special Treasure: 1D 2P Sword

Stalfos are skeletons animated by the Enslave spell and told to guard a location, or else attack all creatures in a room.  As such they are vulnerable to the Healing spell.
They are nearly always equipped with swords which inflict 1 point of Damage at Penetration Factor 2.

Tektite:
Type: Animal
Terrain: any
Life: 1
Buffet: stuns
Damage: 1
Speed: 6
Attack: 13
Attack Type: Deliberate
Special Ability: Jump
Treasure: standard (see below)

Tektites have round bodies about 16 inches across, and four long legs terminating in grasping claws.  They have one highly-developed squid-like eye in the fronts of their bodies.
They can jump up to 16 feet in the air, and as far as 20 feet in any direction.
Tektites are generally red, but sometimes blue.  Blue tektites are valued souces of treasure.  For some unknown reason, they like to collect blue rubies.  When one is killed, if the roll for treasure fails (5, 9, 11, or 12) it drops a blue rubie.  A roll of 8 still means nothing, though.

Vire:
Type: Animal
Terrain: Caves
Life: 4
Buffet: stuns
Damage Reaction: special (see below)
Damage: 1
Speed: 3
Attack: 10
Attack Type: Deliberate
Special Ability: jump, split into two keese
Treasure: any

Vires are bizzare cave-dewlling creatures.  They are dark blue, and rather roundish, like pigs.  They have two strong hind legs, and two vestigal forearms with sharp claws.  They have four red eyes, a wide, shark-like mouth, and what appear to be wings.
If one is struck for less than 4 points of damamge, it will collapse, but its two wings will emerge from its body as two blood-soaked keese.  Keese are actually young Vires, harbored by their parents in this bizzare way until they are large enough to fend for themselves.
Vires walk slowly, but can jump at a Speed of 5, in short hops, and thus attack creatures at an Attack of 12.

Wall Master:
Type: Spirit
Terrain: Sentry
Life: 2
Buffet: stuns
Damage Reaction: reel
Damage: 1
Speed: 2
Attack: 9
Attack Type: Deliberate
Special Ability: paralize/turn matter etherial
Treasure: standard

Wall Masters are the incarnation of demons summoned by the forces of evil to protect important places.  They look like disembodied, blue hands about ten feet long from the wrist to the tips of the fingers.  They emerge from the walls of a room enchanted to summon them whenever a charater is within a foot of the wall.
If they successfully attack a creature, the creature is immediately paralyzed (stopping even in mid-swing), and rendered helpless.  The Wall Master then delivers 1 point of crushing Damage, and carries the helpless creature back to the entrance of whatever building, maze, or cave the creature happens to be in.
Wall Masters cannot move more than three feet away from the walls of a room.

Wizzrobe:
Type: Person/Spirit
Terrain: Sentry
Life: Red 4/Blue 8
Buffet: does nothing
Damage Reaction: none
Damage: 4
Speed: 18
Attack: 20
Attack Type: Automatic
Special Ability: Phase, Teleport, Bolt, see in darkness, pass through fire, immune to missile weapons, immune to all magic but Medallions, not fazed by damage
Magic: 250
Treasure: any

Wizzrobes are powerful evil wizards from an alternate universe.  They are only partially projected into our reality, and as such cannot be permanently killed by corporial weapons.  "Killing" a Wizzrobe only succeeds in breaking a spell which the pandimensional wizard will then have to re-cast.  Fortunately, this process seems to normally take several hours.
Weaker Wizzrobes appear red or white, and stronger ones are blue.  Both types are shielded by magic which protects them from any type of missile weapon, magical or otherwise.  Both types cast magic bolts which inflict 8 points of Damage and have a Penetration Factor of 2.  Both types are immune to any heat or cold based magic, unless cast by a medallion.  (Cold based medallions dispell the Wizzrobe, they do not freeze it.)
Red Wizzrobes (which sometimes appear white) can Teleport at will, but do not move visibly.  Blue Wizzrobes can cast Phase at will, and can move at a speed of 12 normally, and 18 when Phased.

Zol:
Type: Animal
Terrain: caves
Life: 2
Buffet: stuns
Damage Reaction: special (see below)
Damage: 1
Speed: 1
Attack: 8
Attack Type: Automatic
Special Ability: split into two gels
Treasure: any

Zols are bluish-black, jelly-like creatures that are about three feet tall, two feet across at the base, and roughly pear-shaped.  They have no visible sensory organs, and generally blunder about at random until they bump into something digestable.
Zols reproduce assexually by growing until they are about four feet tall, and then splitting into two gels.  Gels then grow into mature zols over the course of a week, and in two week's time, are ready to split into two gels.
If attacked for one point of damage, zols will split into two gels.

Zola:
Type: Person
Terrain: Water
Life: 2
Buffet: does nothing
Damage Reaction: none
Damage: 1
Speed: Land 2/Water 12
Attack: 9
Attack Type: Deliberate
Special Ability: Breathe Fire
Treasure: H, F

Zola will randomly pop their heads out of the water, and spit fireballs with a Penetration Factor of 2 at whatever creature they mean to harrass.  These fireballs inflict one point of damage on whatever creature they hit.
Zolas will be visible for two rounds, and shoot the fireball in the second round.  Their Attack with the fireballs is 9 within 8 feet, and drops by one for every 8 feet after that (i.e. 8 at 16 feet, 7 at 24 feet, 6 at 32 feet, etc.)

Zota:
Type: Animal
Terrain: Caves, Deserts
Life: 8
Buffet: does nothing
Damage Reaction: reel
Damage: 1
Speed: 3
Attack: 10
Attack Type: Deliberate
Special Ability: Running, Spit Beams
Treasure: standard, M

Zotas are green reptiles that live on the island of Hyron.  They are quadrupeds, standing about 3 feet tall, counting the spikes that run along their backs, and can rear up to a hight of about four and a half feet on their hind legs.
Their tough, scaly hide provides them with a natural Penetration Resistance of 2 over their entire bodies.
Every three turns, they can spit a ball of energy at Attack 10 and a Range Multiplier of 4, which inflicts 3 points of Damage at a Penetration Factor of 2.