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A page for the various monster roaming Hyrule in The Legend of Zelda: Breath of the Wild.

Monsters and Mooks

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Robots built by the Sheikah that were originally made to protect Hyrule and combat Ganon. When Ganon re-emerged, it corrupted them and turned them against Hyrule. There are several variants:

  • Guardian Stalkers, the main type which are seen prowling about Hyrule.
  • Guardian Scouts, miniature variants which inhabit the various shrines and the four Divine Beasts.
  • Guardian Skywatchers, flying units which guard specific important areas.
  • Guardian Turrets, stationary units found only in Hyrule Castle.
  • Decayed Guardians, which cannot move, but still function after hundreds of years.

  • Artificial Brilliance:
    • While cutting the Guardian Stalkers' legs off does reduce their mobility, it can backfire if you let them recover. They'll frantically and actively escape you to avoid getting crippled further, making them much harder to hit.
    • In Master Mode, Guardians gain the ability to delay their laser blasts slightly to throw off your parry timing.
  • Attack Its Weak Point: Each of them has a large, glowing eye that, when struck, stuns them and renders them unable to fire their signature lasers for a few seconds. Exploiting this is key to beating them, and Ancient Arrows will kill Guardians with one hit if they hit the eye. Additionally, Guardian Stalkers can have their legs chopped off, which will also stun them similarly to when they are struck in the eye. It also significantly reduces their mobility, making them easier to attack as long as you don't let them recover. It's even possible for a crippled Guardian to topple over entirely, rendering them completely unable to move or bring their laser to bear. The discs on the undersides of Stalkers and the tops of Skywatchers are also vulnerable, and Ancient Arrows striking those spots also one-shot the Guardians.
  • Beat Them at Their Own Game: Ancient and Guardian equipment are the most effective weapons against Guardians. Guardian Swords, Spears, and Ancient Battle Axes can slice off a Stalker's legs and render it immobile, while an Ancient Arrow can instantly kill any Guardian shot in the eye with it. With really good timing, you can even use a shield to knock their eye beams right back into them, for incredible damage; the damage is enough to destroy a Decayed Guardian outright. Armor forged from their mechanisms also greatly reduces the damage a Guardian laser will do to Link, which can make them much easier to survive if they hit him.
  • Color-Coded for Your Convenience: While there's no functional difference, as all Guardians fight Link and behave the same way, Guardians with orange Tron Lines are uncorrupted and operating under a Sheikah directive to test Link, and Guardians with a magenta glow are infected by Ganon's corruptive Malice.
  • Cyber Cyclops: They're magitek robots with only one eye.
  • Demonic Possession: They were infected by Ganon's Malice and turned against the Kingdom of Hyrule. The Guardian Scouts in the shrines were not corrupted, however, and the DLC adds Turrets and Skywatchers that are operating as normal with orange light, as they're also part of a monk's test. These benevolent Guardians are still dangerous to Link, however, as they're meant to test his strength as a warrior.
  • The Dreaded: Only Calamity Ganon is feared more by the populace. If you lure one towards an NPC adventurer wandering the field map, they'll scream out, "It's a Guardian" while fleeing or cowering in terror.
  • Everything's Better with Spinning: Guardian Scouts in Test of Strength shrines will occasionally leap backward and twirl across the arena with their weapons extended to hit Link. If the shrine has breakable or magnetic pillars in it, he can lure them to crash into one, stunning them. If there's water in the shrine, he can do the same using the Cryonis rune.
  • Eye Beams: Their main method of attacking is shooting lasers that create explosions from their eye. The Guardian Scouts can use sustained Eye Beams in a wide sweeping motion as well.
  • Freak Out!: If Link can sneak up on an immobile Guardian and use weapons that inflict significant damage per hit (can kill in a dozen hits or less), after suffering 50% damage it will fire Eye Beams at random without bothering to target with Laser Sight as it tries in vain to turn towards the direction Link is performing a Curb-Stomp Battle. They'll also fire single shots in response to Link hitting them unnoticed, as they have no idea what's going on, but know something needs to be taken out if they're being attacked.
  • Frickin' Laser Beams: Their Eye Beams are ridiculously fast and difficult to block or dodge, but they can be blocked and dodged. On the other hand, their targeting Laser Sight is instantaneous and cannot be escaped without intervening obstructions.
  • Go for the Eye: Their eye is their weak spot.
  • Hell Is That Noise: When in attack mode they emit an artificial and distinctly mechanical warning siren. Their Laser Sight also have an audible aspect that anyone understanding a smidgen of modern warfare will immediate realize This Is Gonna Suck. There's also the icy cascading piano that begins their battle theme, instantly letting the player know they've been spotted in a panic-inducing cue.
  • Hoist by Their Own Petard: Link can defeat them by using his shield or Daruk's Protection to reflect their deadly lasers right back at them. In Master Mode, however, they can delay their lasers if you rely on this tactic too much.
  • It Can Think: Guardian Stalkers in Master Mode can learn to vary the time between the charging and firing for their laser. In addition, managing to sneak up on them and deal heavy damage will cause them to start panicking, firing their laser recklessly as they try to figure out where you are every time you hit them.
  • Laser Blade: Guardian Scouts wield swords, axes, spears, and shields emitting blue energy. Link can take them for himself, and they're super-effective on all enemies made with Ancient Technology, including other Guardians and the Blight Ganons.
  • Laser Sight: With exception to the Guardian Scout models, their Eye Beams require maintaining a clear line of sight on the target for a few seconds before it can fire, and it serves as a clear visual cue that you're in danger of being shot.
  • Leitmotif: They have their own distinct piano theme that plays upon finding you. Decayed Guardians have a slower variation.
  • Lightning Bruiser: The Stalkers are as fast as Link is on horseback, are incredibly durable, and their laser blasts can deal a horrific six hearts per hit, potentially killing Link in a single shot until he upgrades his health.
  • Mascot Mook: The Stalkers are not exactly a main character, but they're a very well-known part of the game (seeing as though one was shown in the initial trailer, as well as the fact that they're getting an amiibo). The fact that they were the ones directly responsible for destroying the Kingdom of Hyrule has a lot to do with it. It's also rather telling that they are the only Guardian to not be seen uncorrupted in modern Hyrule- while the DLC added Sheikah-commanded Turrets and Skywatchers that test Link in addition to the Scouts in shrines, Stalkers still do not appear outside of Ganon's control.
  • Mecha-Mook: Zig-zagged: Guardian Scouts not in Tests of Strength are no more difficult than most monsters you fight. Guardian Stalkers, on the other hand, are among the most dangerous non-boss threats in Hyrule, and early on, your only way to survive an encounter with them is to Run or Die or risk a very precise laser parry.
  • Mini-Boss: Guardian Scout II, III, and IV models serve as these in Minor, Modest, and Major Tests of Strength trials respectively.
  • Mini Mook: The smaller Guardian Scouts can be found inside the Shrines as a test for the Hero as well as corrupted Scouts which are in the four Divine Beasts.
  • Motifs: The Guardians, and Ancient Sheikah technology in general, are based off of Jōmon Pottery, an ancient form of pottery from Japan dating back about 3000 years.
  • Multi-Melee Master: Guardian Scouts can wield up to three weapons at once, or two and a shield.
  • Non-Elemental: Their lasers don't operate on the Fire, Ice, Lightning scheme of other magical projectiles.
  • Non-Indicative Name: Meant to be Hyrule's protectors, they instead became its destroyers.
  • Not Quite Dead: Broken Guardians can be found rusting and growing moss across Hyrule. Unfortunately, despite their dilapidated condition, some of them are still operational and "wake up" if Link draws near. You can use the Stasis+ rune as a sort of Interface Spoiler to tell which dilapidated Guardians are actually dead and which will wake up when Link gets too close.
  • One-Hit Kill: On both sides of the spectrum. If you don't have enough health and/or defense, their laser becomes this to you, even ignoring the hidden protection against being killed instantly by enemy attacks otherwise. On the other hand, firing an Ancient Arrow at one's eye (or parrying a weaker Decayed Guardian's beam) destroys it instantly.
  • Playing Possum: In a few Guardian graveyards, a fully intact Stalker will disguise itself as a non-functioning Decayed Guardian to ambush an unwary Link. Most intact Decayed Guardians really are deactivated, though, keeping the player paranoid.
  • Scare Chord: Unless a player has mastered the game's combat system or become well equipped, the fast piano intro to their Leitmotif will instill immediate panic.
  • Spider Tank: The Guardian Stalkers are the magitek equivalent, possessing a laser-shooting eye and several tentacle-like legs. Some of them no longer have legs, leaving them immobile, but they can still rotate and fire lasers, making them similar to the Beamos.
  • Sucking-In Lines: The Guardian Scouts demonstrate the most obvious example when their health is reduced to around 10% and they're charging up a Stalker-level laser. The other Guardian models also have the effect, though it occurs much faster. It's seen easiest during the Bullet Time when Link executes a perfect shield block Attack Reflector.
  • Suspiciously Similar Substitute: Guardian Turrets are stationary, pillar-shaped enemies capable of full rotation and shooting lasers from their single eye. In other words, they're Beamos in everything but name.
  • Tron Lines: They're covered in glowing magic markings and lines.
  • Turned Against Their Masters: The Old Man and Impa both elaborate that the Guardians were originally supposed to assist Link in defeating Calamity Ganon when he arose, but Ganon was able to infuse his Malice into them and turn them to his side instead. Only the Guardian Scouts in shrines and the Guardian Skywatchers and Turrets in the monks' trials in the DLC are uncorrupted, though since they are meant to test you, their behavior is no different and just as hostile.
  • Weaksauce Weakness: Guardian Stalkers are deadly, durable and fast. However, their eyes take massive damage from the very lasers that fire out of them, and since they are mounted on the front of their cylindrical heads, the space above them (or even right on top of their heads) is a blind spot.
  • When All You Have Is a Hammer...: All Guardians aside from Scouts only have one attack, and it's usually all they ever need.


A race of monsters that once served the Demon King, they now form small hunter-scavenger societies. However, they remain as hostile to Hylians as ever.

  • Artificial Brilliance: Their AI is more advanced then normal. If they have a wooden weapon, they'll set it on fire to improve its effectiveness; if they're disarmed, they'll try to retrieve their weapons as quickly as possible, or otherwise improvise with whatever they can find, such as sticks and small rocks; if bombs are thrown in their path, they'll avoid the blast's reach, and if armed with ranged weapons, they'll snipe Link from a safe distance; they even hunt animals sometimes to gather food.
  • Bad with the Bone: The more advanced Bokoblin gear is strengthened by using bones (tier 2) or fossils (tier 3) to bolster the crude woodwork that sits at the basis. For example, clubs that have large and spiky bones lashed to them in order to give them more striking power.
  • Carry a Big Stick: Due to their primitive natures, all of their weapons are fundamentally based on wood. They mostly wield clubs, although crude spears made by sharpening long sticks or strapping horns, fangs, or sharp bones to a long stick are also in their arsenal. While these weapons are weaker, they won't attract lightning in thunderstorms.
  • Dem Bones: Skeletal Bokoblins, called Stalkoblins, can be fought at night, and keep fighting even if dismembered and decapitated. They can be found riding Stalhorses which Link can take for himself like a normal wild horse. (The stablemasters refuse to board Stalhorses out of fear they will eat the living horses.)
  • Emergency Weapon: If they don't have weapons, they'll scrounge up rocks, or use their fists. The skeletal variation takes off its arm to fight.
  • Grievous Harm with a Body: If a Stalkoblin has no weapons, it will use one of its arms as one. Link can also use one himself, that still wriggles no less. He can also carry a Stalkoblin's severed head and kick it as a projectile.
  • Hidden Depths: A lot can be inferred about them from their idle animations within the game. They're stone tool users who've mastered fire, while resourceful enough to scrounge and adapt material (like explosives) from technologically advanced races. They have their own language, can tame horses, construct (admittedly crude) settlements, understand rudimentary warfare, and are natural allies with Moblins. Like Hylians, they are diurnal omnivores who, though they mostly eat meat, also greatly enjoy fruit. Bokoblins are also fascinated with skull ornamentation, shaping stone necklaces and massive huts in the likeness.
  • Law of Chromatic Superiority: There are four different colors of Bokoblin, with increasing levels of toughness and danger. Common Bokoblins are a reddish brown color and are amongs the weakest enemies in the game. They only wield basic wooden equipment and drop either a horn or a fang when slain. Blue Bokoblins are tougher than the red ones, usually wield Spiked Bokoblin gear, always drop both a horn and a fang or two, and may on rare occasions drop Bokoblin Guts. Black Bokoblins are much rarer than Blue Bokoblins, but tougher still; they usually wield Dragonbone Bokoblin gear, and always drop horns, fangs, and guts when slain. Finally, the rarest and most deadly Bokoblins are the Silver Bokoblins, who are powered-up versions of Black Bokoblins that drop gemstones like sapphires, rubies, and diamonds when slain as well as the horns, fangs, and guts. Master Mode adds a stronger fifth variant, Gold Bokoblins, with similar drops to Silver Bokoblins.
  • Mascot Mook: They're a rather well-known enemy at this point. Bokoblin statues were used in promoting the game in E3, and they got an amiibo that generates the more powerful types of Bokoblin equipment.
  • Mundane Utility: Their camps occasionally have Boko Spears being used to roast fish over a fire.
  • Our Goblins Are Different: They're essentially the Zelda equivalent of goblins, and it really shows here.
  • Pet the Dog: The horses that they ride are fully tamed, suggesting that they take good care of them.
  • Pig Man: A downplayed example. They have porcine snouts and ears, likely due to their association with Ganon, but are otherwise humanoid in shape and appearance.
  • Savage Spiked Weapons: Stereotypically dumb and barbaric, and love adding spikes onto as many of their weapons as possible, including ones that make no sense like bows. Lampshaded in game.
  • Set a Mook to Kill a Mook: Sometimes Bokoblins hurt each other by accident.
  • Super Drowning Skills: They immediately die, even at full health, if Link knocks them into swimming depth water.
  • Tennis Boss: You can do so with the rocks thrown by regular Bokoblins here; if you time it right, you can bat away their rock projectiles.
  • Video Game Cruelty Potential: You can attack them when they're minding their own business.
  • Villains Out Shopping: Can be seen hunting, eating, or sleeping, among other things.


Monsters that are bigger and stronger than Bokoblins. They tend to be leaders of Bokoblin tribes.

  • Bad with the Bone: Like Bokoblins, these creatures are too primitive to forge metal on their own. Though they can and do scavenge metal weapons, their own native gear is based on wooden cudgels and spears augmented by strapping bones or fossils to them.
  • BFS: Some of them wield greatswords as long as they are tall, making them truly massive weapons.
  • Dem Bones: Undead Moblins, called Stalmoblins, can be fought at night.
  • Elite Mook: Serve as these compared to Bokoblins.
  • Fastball Special: They can pick up any small allies and chuck them at Link.
  • Horned Humanoid: They have a single unicorn-like horn protruding from their foreheads.
  • Immune to Flinching: These guys are the smallest of the enemies that are large enough to be immune to getting stun-locked by a combo attack or sent flying from a bomb blast. From these guys and up, they'll just wade through your attacks. The way to knock over Moblins is with a shockwave from a jump attack or by landing the final hit in a combo.
  • Large and in Charge: They seem to serve as leaders to Bokoblins when found together, mostly due to being much bigger than them. Averted sometimes when there's just one Bokoblin and one Moblin — they just sit down and chat.
  • Law of Chromatic Superiority: Like Bokoblins, they're divided into four castes based on color; Red, Blue, Black, and Silver. The same alterations to drop rates applies as in Bokoblins, as well. There are also Gold Moblins in Master Mode.
  • Lean and Mean: They are thin and tall in this iteration.
  • One-Handed Zweihänder: They wield normally two-handed weapons, such as boko clubs and claymores, one-handed due to their large size.
  • Our Orcs Are Different: They're enormous — almost as tall as the Hinoxes — and slenderly built monsters with porcine features and a unicorn-like horn.
  • Pig Man: They're humanoid beings with elongated porcine snouts, though their pig qualities are subtler than Bokoblins'.


Giant boar-like cyclopes that roam across Hyrule. Due to their enormous bulk and strength, they are considered to be overworld bosses and they carry a lot of useful loot on their bodies.

  • Acrofatic: Despite their size and being slow on land, Hinoxes are surprisingly good swimmers.
  • Affably Evil: Of all the enemy types, Hinoxes are by far the least antagonistic and hostile. With two exceptions, they generally stay away from settlements and roads and are often found sleeping the day away. In fact, with the right amount of stealth, it's possible to avoid fighting them entirely and simply steal whatever item they're wearing. When woken up they smack their lips as if sizing up a meal, and their main hostility is from having an interrupted nap and being hungry.
  • Artificial Brilliance: If a Hinox is moving and it sees you aiming your bow, it will protect its eye with its hand after it reaches half health.
  • Attack of the 50-Foot Whatever: They're the biggest enemies in Breath of the Wild other than Molduga, and they are, for all intents and purposes, oversized -blins with one eye.
  • Battle Trophy: They wear a necklace of weapons collected from warriors they've defeated.
  • By the Lights of Their Eyes: There is a Hinox fought in a forest where there is no natural sunlight. It is noticeable by a glowing MacGuffin around its neck, and its huge glowing eye. The scenario, minus the glowing orb on its neck, is repeated in the Trial of the Sword DLC.
  • Carry a Big Stick: Hinox will break off whole trees to use as a weapon if given the opportunity. They use shorter trees as clubs and longer trees as polearms, and will toss them horizontally toward you if you're far away.
  • The Computer Shall Taunt You: Sometimes, Hinox will pause in the middle of a fight to lick their lips and stare at Link, seemingly savoring the future meal he will make. This actually creates a good opportunity to shoot them in the eye, as they won't protect their eye with their hand when they're taunting you.
  • Cyclops: Each Hinox has a single oversized eye located in the middle of their forehead, whose eyelids are at the sides rather than the top and bottom.
  • Dem Bones: Stalnoxes are undead Hinox that appear at night.
  • Go for the Eye: Their single giant eye is their main weak point, and attacking them stuns them.
  • Ground Punch: Black Hinox have an attack where they slam the ground with their hands in a very Donkey Kong-like fashion.
  • Ground Pound: If you're underneath a Hinox's hindquarters, they'll jump and try to smash you underneath. For Stalnox, this becomes Hoist by His Own Petard, as at half health or lower, this causes them to temporarily crumble, dislodging their eye.
  • Heavy Sleeper: They are constantly found sleeping, which you can use to your advantage by sneaking next to them and wailing down on them before they wake up. This only applies to Hinox; Stalnox don't sleep, but roam ceaselessly save for the one that guards the Hylian Shield underneath Hyrule Castle.
  • Hoist by His Own Petard: Hinox often wear armor around their ankles. Armor that is made of either wood or metal. Armor that burns with fire weapons or electrocutes the Hinox when hit with electric weapons, or a bolt of lightning. The lightning also applies to the metal weapons it wears around its neck, and the wooden armor will burn away, leaving its ankle vulnerable to weapons afterward.
  • Improvised Weapon: If you're fighting a Hinox while near trees, it will grab a tree and use it as a weapon. Stalnoxes will go as far as to even break off their ribs, their jaws and their arms to use as weapons.
  • King Mook: Because of their piglike appearance, ability to use weapons, and color-based strength level, they can be considered giant, one-eyed Bokoblins.
  • Law of Chromatic Superiority: There are several variants of Hinox: Red, Blue, and Black.
  • Lazy Bum: They spend all day and night sleeping.
  • Leitmotif: This song plays while fighting Hinox.
  • Mighty Glacier: They're some of the slowest creatures you can encounter and battle, but they are immensely tough.
  • Our Ogres Are Hungrier: They fill the role of "ogre" in the Zeldaverse, being huge, tough, strong, and dangerous, but also implicitly related to the orcs and/or goblins.
  • Pig Man: Like Bokoblins, they have upturned, piggish noses and pig-like ears on an otherwise humanoid face. However, they're more porcine than Bokoblins, having tusks and trotter-like feet.
  • Piñata Enemy: They drop a ton of food and weaponry; due to Level Scaling affecting the weapons they carry, Hinoxes will likely be your best source of Royal weapons should you get past that point. Stalnoxes usually drop better weaponry (generally including an Elemental Weapon and a Giant Boomerang) to make up for the fact that you can't steal it from them like you can from the living ones.
  • Red Eyes, Take Warning: Or just red eye in the Hinox's case. Although most Hinox have one yellow eye, the eye of the Black Hinox is colored red. They are also the toughest living Hinoxes encountered.
  • Same Character, but Different: In previous games, Hinox were ogre-like cyclopes that loved to chuck bombs everywhere. In this game, Hinox have been redesigned to be piglike like the Blins, are defined more by their gluttonous appetite, and only throw bombs (actually exploding barrels they dig from the ground) as a last resort when Link is somewhere they can't reach.
  • Stout Strength: Very fat, and very strong.
  • Super Drowning Skills: While they're strong swimmers, they can't stay afloat forever and will eventually drown.

Clockwise from top-left: Regular, Fire, Electric, and Ice

The most basic of all monsters. These gelatinous goons can be seen all over Hyrule, in various sizes and colors, though one thing is consistent among them: they're all rather weak.

  • Action Bomb: While all Chuchus burst apart after defeat, the elemental ones create an area-of-effect blast of their element upon dying, which deal damage and inflict status effects. Players should take them out from a distance from the explosion lest they want to be forced to leave an opening for other enemies to take advantage of. This can be weaponized if done right.
  • Blob Monster: They're living slime blobs that serve as the game's most basic Mooks.
  • Elemental Powers: Elemental Chuchus appear in specific regions of Hyrule, and their simple tackle attacks become more dangerous thanks to the status effects their respective elements inflict on Link. Fire Chuchus will inflict burns that deal Damage Over Time, Ice Chuchus will turn Link into a Human Popsicle, and Electric Chuchus force him to drop his weapons.
  • Fire, Ice, Lightning: The elemental Chuchus follow this trifecta.
  • Giant Mook: The strength of a Chuchu is proportional to their size. Larger ones have more HP and strength, though it usually just makes them into bigger targets.
  • The Goomba: The majority of Chuchus have very low HP, minimal attack power, and are as slow as rocks. They're essentially punching bags for the player to use in order to get used to the game's combat system.
  • Underground Monkey: Chuchus of various elements inhabit specific parts of Hyrule. The Blue Chuchus are the most common and can show up almost anywhere, Ice Chuchus tend to appear in frigid climates like in the Hebra Mountains, Fire Chuchus pop up near the volcanic Death Mountain, and Electric Chuchus usually stay within the Gerudo Desert.


Recurring bat-like enemies that fly during the night. They are easily killable but annoying to deal with, and there are elemental variants such as fire, ice, and electricity.

  • Attack! Attack... Retreat! Retreat!: When you encounter huge swarms of Keese, this is how they operate. Slaying even one will cause the whole swarm to book it.
  • Bat Out of Hell: Naturally. And as if to highlight their monstrous nature, they have one bulging eye and an insect-like mouth.
  • Cyclops: Unlike previous Zelda games, these Keese have a single eye instead of a pair. Only their Dark World counterparts in The Legend of Zelda: A Link to the Past share this trait.
  • Elemental Powers: Elemental Keese appear in specific regions of Hyrule and like the Chuchus, they are much more dangerous. Ice Keese can freeze Link's movement, Fire Keese can inflict lasting burns, and the Electric Keese can deal nasty paralysis. And they come in swarms, so watch your position.
  • Fire, Ice, Lightning: The elemental Keese also follow this trifecta.
  • Fragile Speedster: Fairly nimble for enemies not named Lizalfos, but have exactly one health apiece.
  • The Goomba: Like the Chuchus, they can be easily killed with a single swing of the sword.
  • Kill It with Water: If a Fire Keese gets caught in the rain, their flames will go out and they'll quickly die.
  • Oculothorax: In contrast to their more batlike appearances in earlier titles, these Keese are effectively giant orange eyeballs with ears, fangs and wings.
  • One-Hit-Point Wonder: Keese have only one hit point, meaning that even a Korok Leaf will take them out with one swing.
  • Red Eyes, Take Warning: If the Keese's eye turns red, that means it's about lunge with lighting speed.
  • The Swarm: They are rarely seen alone. If there is one Keese in the area, the rest are not far behind.
  • Turn Red: When they are about the charge at Link, their eyes turn red.
  • Underground Monkey: The elemental variants tend to be found in thematically appropriate areas — Fire Keese are found around Death Mountain, Ice Keese in snowy mountains and Electric Keese around the Gerudo Desert.
  • Zerg Rush: When they are in massive swarms, they use this tactic to cover their weak strength. Thankfully, killing a significant number of them (such as with a Bomb Arrow) will scare the rest off.

Left to right: Forest, Rock, Snow; Water, Treasure, Skynote 

These recurring octopus-like monsters show up once again to impede Link's progress. They attack by shooting rocks at Link from afar, and tend to stay hidden from sight unless they’re attacking. Unlike most enemies, their differently-colored variants are based on where they are found rather than their difficulty.

  • Aquatic Mook: Water Octoroks, unsurprisingly.
  • Artificial Brilliance:
    • Instead of shooting where Link is, they'll shoot where's he going to be.
    • Rock Octoroks are very good at avoiding arrows, and will refuse to pop up should Link have an arrow ready.
  • Balloonacy: In Master Mode, enemies use Sky Octoroks to make floating fortresses made of wooden planks. These types of Octoroks are harmless, however.
  • Chest Monster: Certain Octoroks mimic buried chests that Link can find around the overworld, the difference being that Link can’t grab their chests using Magnesis. The Compendium notes that this is a sign that the chests are actually part of their bodies.
  • Everything's Squishier with Cephalopods: Comes with being an octopus.
  • Expy: Like in the previous 3D Zelda, the land-based Octorok types fight similarly to Deku Scrubs.
  • Fast Tunnelling: If you get out of their range, Forest Octoroks will chase you down this way, and will also do this if their shrubbery disguises are destroyed and you don't kill them. Snow Octoroks do this before every shot.
  • Flying Seafood Special: Water Octoroks can balloon up to float in midair. Master Mode introduces a monster-domesticated form known as the Sky Octorok, which they use to levitate wooden planks.
  • Feed It a Bomb: The easiest way to take out a Rock Octorok is to wait for it to start inhaling everything, throw a round Remote Bomb at it, and detonate the bomb once it's consumed.
  • Glass Cannon: They are the best shots in all of Hyrule short of the Lynels, but pretty much anything can kill them in one shot.
  • Helpful Mook: Rock Octoroks on Death Mountain inhale before spitting out their rocks. If Link lets them inhale rusty equipment, they will crunch the rust off and spit out a cleaned weapon of one of the corresponding types.
  • Harmless Enemy: Sky Octoroks cannot harm Link in any way, and only serve to support the floating platforms.
  • Hoist by His Own Petard:
  • Lead the Target: They'll take into account where Link is, how fast he's moving, and his trajectory. If they can get a bead on Link and he's not moving evasively, they will be on target.
  • Living Gasbag: Sky Octoroks float thanks to lighter-than-air gases filling their mantles. Water Octoroks can likewise float through the air when changes in barometric pressure cause gases in their bodies to inflate, swelling them up like balloons and lifting them out of the water.
  • Metal Slime: Treasure Octoroks are the only monster enemies that drop Rupees, and unlike their Octorok kin, they are non-aggressive and instead will run away in rapid circles before burrowing underground and disappearing once they see you. Your limited time to hit them and the fact that you don't get another chance to fight them until the next Blood Moon makes them some of the trickiest enemies to kill. However, hitting their chest with a bomb or arrows and hitting the Octorok while it pops up to investigate will work.
  • Money Spider: The Treasure Octoroks mentioned above are one of the few enemies in this game that drop rupees. Justified in that they have chests on their head where the rupees are being kept.
  • Mook Chivalry: The first two shots Forest and Water Octoroks fire will almost always miss, serving as a warning to their presence. Afterwards, unless you're actively trying to avoid them, they will be always on target.


Lizard-like monsters that are slightly more powerful than the Bokoblins.

  • Battle Boomerang: The favored one-handed weapon of the Lizalfos.
  • Blade on a Stick: Spears are the favored two-handed weapons of the Lizalfos.
  • Breath Weapon: Fire Lizalfos can breathe fire like a dragon and Ice Lizalfos can spit balls of ice at you. Seemingly all variants can spit water bullets at Link, at least whilst swimming.
  • Dem Bones: Undead Lizalfos, called Stallizalfos, can be fought at night.
  • Fantasy Axis of Evil: They fill the Crafty role, being the most technologically advanced of the common enemy races. Whilst the Bokoblins and Moblins are Stone Age primitives, Lizalfos have mastered metalwork and routinely forge their own weapons and shields.
  • Fiery Salamander: Fire Lizalfos can have this vibe to them, complete with the ability to "swim" through lava.
  • Fire, Ice, Lightning: The Fire-Breath, Ice-Breath and Electric variants form this trifecta, like many other enemies also do.
  • Hidden Depths: Though not quite as detailed as the Bokoblins, the developers devoted a lot of thought and imagination into their design:
    • They are communal creatures who've mastered iron and steel working. Though initially amphibian (all Lizalfos can swim), their physiology has extraordinary adaptability, able to survive in extreme temperatures and gain abilities suited to the environment. They are experts in melee combat, employing agile feints with hit-and-run tactics, which is helped by the fact that are very energetic and do not require sleep. They are carnivorous by nature, but they enjoy fishing and occasionally eat insects. They seem less antagonistic against Hylians than the Bokoblins, since they generally avoid major routes and don't harass travelers with the same ferocity, but many Lizalfos communities are built upon the ruins of lost Hylian villages and forgotten monuments.
    • There is an optional side quest involving giant stone tablets the Zora used to record their history. Reading them reveals the Lizalfos once had a nation that rivaled the Zora and were led by a cunning general who nearly defeated them. The Lizalfos also have what appears to be a village between Mercay Island and the Bone Pond, with several additional outposts scattered throughout Hyrule.
  • Hollywood Chameleons: They can blend in with the environment, not quite turning invisible but making it very easy to overlook them until they ambush Link. They also do so when idle just to take a nap in relative safety.
  • Law of Chromatic Superiority: As per the standard set by Bokoblins, Moblins and Lynels, Lizalfos are divided into tiers based on colors, going from Green (the weakest) through Blue, Black, and Silver. Master Mode adds Gold Lizalfos.
  • Lizard Folk: They look like bipedal chameleons.
  • Logical Weakness: The Fire Lizalfos and Ice Lizalfos are unique in this regard as ice and fire cancel each other out in this setting so both types are instantly killed when hit with the opposing element instead of being frozen or burnt respectively.
  • Oddly Shaped Sword: Their "boomerangs" are actually swords that are designed to be thrown like boomerangs. It gets ridiculous with the Lizal Tri-Boomerang, which is an oversized African mambele throwing knife that somehow returns to sender when thrown.
  • Shock and Awe: One variant can conduct electricity through its nasal horn. Scoring a direct hit on the horn will cause the energy stored within to discharge, for good or ill.
  • Super Not-Drowning Skills: The only terrestrial monsters that can swim indefinitely (Bokoblins and Moblins can't swim, Lynels and Taluses can't enter water, and Hinoxes can only swim for a short time).
  • Tail Slap: If unarmed, a Lizalfos will sometimes attack by using its tail as a whip.
  • Throwing Your Sword Always Works: Lizalfos occasionally throw their weapon if you're out of their reach. This makes sense if they're wielding their native boomerangs, but they'll do this even with their scavenged non-boomerang weapons.
  • Underground Monkey: Uniquely amongst the Monstrous Humanoids of the game, there are Lizalfos variants other than the chromatic ones, following the Fire, Ice, Lightning scheme. Crimson-scaled Fire Lizalfos live mostly around Death Mountain and use a fiery Breath Weapon. White-scaled Ice Lizalfos live in snowy areas (Hebra region, Gerudo Highlands region, and Mount Lanayru in the Hateno region) and can launch a barrage of ice-balls at Link. Yellow-scaled Electric Lizalfos are more widespread, though they are more common in the south (Gerudo Wasteland region and Faron region), and can produce spherical surges of electrical energy.
  • Villains Out Shopping: Uniquely among all monsters, when you walk up to a Lizalfos while wearing its mask, it will actually try to hold a conversation with you. It’s all unintelligible "reep-reeps," but its body language clearly speaks of someone having a pleasant chat with one of his mates. And yes, Stalizalfos do this as well.


Savage and fierce centaur-like lion folk.

  • Always Chaotic Evil: Of all the enemy groups, Lynels are regarded as the most vicious and antagonistic monster types, attacking innocent travelers with no hesitation or regrets.
  • Archer Archetype: Like centaurs of mythology, every Lynel is armed with a bow. However, they logically do not use their bows in close combat, instead favoring their melee weapons until Link tries to run away.
  • Artificial Brilliance:
    • If you make a noise via a missed arrow against even the smartest Lizalfos or Moblin group, they'll give up on it after maybe thirty seconds at the most. A Lynel will examine the same spot for upwards of a minute before losing interest. Worse, if they do spot you, sometimes they'll just sit and observe instead of actually attacking, waiting for you to drop your guard or make the first move, and if you run and they're too far out, they'll calmly snipe you instead of chasing you.
    • Lynels are the only group who aren't easily fooled by the masks you can buy at the Fang & Bone shop. If you linger too long around a Lynel (30 seconds according to this video), they'll eventually see through the mask and attack.
    • While hiding behind something will protect you from the ranged attacks of any other enemy, it won't help in the slightest against a Lynel. They'll shoot up and arc their arrows over the terrain with terrifying accuracy to hit you from above.
    • The Lynel in Lanayru Province that you have to fight to get Shock Arrows will sometimes teleport away if you try to hide from it, and will wait until you come back to reappear right next to you and wreck you.
    • While other enemies use predictable and often very slow swings, Lynels have an array of attacks that are hard to dodge. Their most common attack, a 3 hit sword swing, is often used over and over again and if they catch you off guard, you have no choice but to keep avoiding it, as it's too fast to just run out of range from. Lynels can even feint you by running away to seemingly breathe fire or charge at you, but end up doing the other.
  • BFS: Normal Lynels wield enormous greatswords single-handedly. Since they magically shrink like Moblin one-handed weapons, Link uses them single-handedly too.
  • Blade on a Stick: Lynel spears are absolutely massive halberds.
  • Boss in Mook Clothing: All of them are extremely fast, strong and durable, but in spite of this, Lynels do not get the special boss health meter that Hinox, Taluses, and Moldugas do. They also scale according to your progress like most regular enemies, and despite their otherwise Contractual Boss Immunity, are able to be one-hit killed by Ancient Arrows.
  • Bow and Sword, in Accord: In addition to their sword and shield, they use powerful bows. Get too far away from them, and watch them rain Fire, Ice, or Shock Arrows on you with frightening accuracy.
  • Breath Weapon: Lynels can breathe fire, and will use this to attack Link from a distance.
  • The Bus Came Back: Lynels made their first appearance in the original Legend of Zelda game, as well as A Link to the Past and the Oracle games. Then, they disappeared from the series for 15 years before being brought back in A Link Between Worlds. Now, in Breath of the Wild, not only are they back again, but they're back for the first time in one of the mainline console games, and they have a full 3D makeover.
  • Carry a Big Stick: The favored two-handed weapons of Lynels are giant metal clubs called "Crushers" that deal enormous amounts of damage. They're also the hardest to fight by far, as the dodge timing on their Crushers is far trickier, the shockwave generated by the overhead slam will catch you if you try to sidestep it (better hope you've got your parry timing down!), and you will feel those hits no matter how overloaded your defense is if you mess up. Savage Lynel Crushers are also among the most powerful weapons in the game.
  • Contractual Boss Immunity: They may not be officially bosses, but Lynels are immune to being frozen, electrocuted, or set on fire. They are, however, NOT immune to being vaporized by Ancient Arrows (though this destroys all of their drops as well). As a lesser aversion Urbosa's Fury still stuns them despite their above mentioned immunity to its electrocution side effect.
  • Color-Coded for Your Convenience: Different color Lynels each have different strengths, with the weakest being Red, followed by Blue, White, Silver, and Gold, with Gold being the strongest.
  • Covered in Scars: It's hard to notice in the heat of battle, but they have scars from the fierce battles they have fought. Fighting a Lynel makes it clear why they won those battles.
  • Damage-Sponge Boss: While not bosses officially, Lynels have a lot of HP — basic red Lynels have 2,000 (twice as much as Black Hinox), and Silver Lynels have a staggering 5,000 (more than the final boss), and that's before you bring Gold Lynels into the equation.
  • Death Glare: This is their response to you wearing a Lynel Mask; they’ll stare angrily at you like you’re some kind of idiot for about a minute, before drawing their weapons.
  • The Dreaded: Lynels are feared throughout Hyrule as savage and vicious monsters. Nearly all the Compendium entries on them outright warn you that Lynels should be avoided at all costs and should only be fought if you're well prepared. This is even used as an Exploited Trope in one Zora's Domain sidequest where a Zora asks Link to take a photo of a Lynel so she can use it to warn others to avoid jumping off Ploymus Mountain; she herself screams upon being shown said photo. Even Prince Sidon has an Oh, Crap! moment upon finding out Link will have to collect Shock Arrows from this same Lynel's territory, and this is a guy who has no worries about going up against Divine Beast Vah Ruta afterward.
  • Elemental Weapon: All of them wield Fire, Ice, and Shock Arrows, and the Silver Lynel in the Coliseum Ruins wields the Flameblade as its Weapon of Choice rather than a Lynel blade.
  • Elite Mook: The most elite of all the Mooks in the game — even Red Lynels are a Boss in Mook Clothing and are more complex than Guardian Stalkers, and Blue or White Lynels are even stronger. The rare Silver Lynels are the strongest enemies in the base game. In Master Mode, Golden Lynels are the strongest enemies.
  • Evil Redhead: The basic Lynels have red manes and they are incredibly vicious.
  • Foe-Tossing Charge: They can get down on all six limbs and charge at you at an alarming rate of speed. The dodge timing is pretty forgiving, but aside from the indication that they're about to do some sort of running attack, they do not telegraph it.
  • Gameplay and Story Segregation: The Hyrule Compendium entries suggest that Lynels are fiercely territorial and will kill on sight if they notice someone. However, unlike nearly every other enemy in the game, this actually isn't how Lynels behave. When a Lynel notices you, it will first stand and observe you — if you move closer it will draw its weapon in warning, but won't actually start attacking until you either get closer still or draw your own weapons. Once it decides you're a threat, however, it will make short work of a player if they're not powered up enough.
  • Law of Chromatic Superiority: Like other enemy races, they're tiered by color. From weakest to strongest, they are Red-maned, Blue-maned, White-maned, and Silver. Hard mode adds an even stronger Golden variant on top of this.
  • Leave No Witnesses: According to the White-Maned Lynel's Compendium entry, the reason there are so few eyewitness accounts of them is because White-Maned Lynels won't let even a single passerby escape with their lives.
  • Level Scaling: Most enemy camps will scale based on your progress through the game, usually by having one or two in a group become a Silver (or Golden in Master Mode) enemy. Lynels are unique in that, with three exceptionsnote , all Lynels scale based on your progress in order to maintain their position as the most dangerous enemies in the game. You'll eventually reach a point where all Lynels are Silver (or Golden in Master Mode) aside from the aforementioned exceptions.
  • Lightning Bruiser: They can soak up damage like a sponge, flatten Link with one or two hits, and move as fast as a galloping horse. Escaping these guys without using the Sheikah Slate to teleport away is almost as much of a challenge as successfully killing them.
  • Luckily, My Shield Will Protect Me: They carry blade-edged shields that they use in conjunction with their swords to attack Link.
  • Mascot Mook: Not of the base game, but the first DLC pack, The Master Trials, uses the new Gold Lynels to advertise it.
  • Mix-and-Match Critters: Lynels have the head of a lion, the horns of a goat, the upper body of a human, and the lower body of a horse.
  • Multi Shot: Their bows can fire up to five arrows at once.
  • Mythology Gag: In the original Zelda's instructional manual, Lynels carried swords and shields, unlike their in-game sprites. In this game, they do have a sword and shield, and make damn good use of it.
  • No-Holds-Barred Beatdown: Played with, Link can mount a stunned Lynel and keep hitting it in the back. While the Lynel can't avoid taking these hits, it's not completely helpless — it can eventually buck Link off if its back if it's still alive.
  • Our Centaurs Are Different: Lynels are centaur-like monsters with leonine heads, crimson manes and beards, and large upward-curved horns. They can also breathe fire.
  • Permanently Missable Content: Due to the Level Scaling nature of most Lynels, all sub-Savage Lynel gear apart from the base Lynel Sword, Shield, and Bow can never be obtained past a certain point in the gamenote . Thankfully, Symin can still give you pictures for them in the Hyrule Compendium after this point.
  • Playing with Fire: When Red Lynels reach half health, they will begin breathing fire. Blue-maned Lynels will use this attack from the start, but start using a second fire-based attack, a roar followed by a massive burst of fire, when they reach half health. White-maned and Silver Lynels use all of these attacks right from the get-go.
  • Red Eyes, Take Warning: Silver Lynels. While all Silver enemies have red eyes to highlight their high ranked tier status, the red eyes of a Silver Lynel as it lunges after Link will haunt many players and for good reason.
  • Roar Before Beating: White-Maned and Silver Lynels will often open a battle with a Mighty Roar followed by them slamming their weapon to the ground and creating an explosion of fire.
  • Serrated Blade of Pain: The Savage Lynel Sword and Spear has a serrated edge.
  • Tiered by Name: The equipment that Lynels use starts with basic 'Lynel' equipment, moves to 'Mighty Lynel', and finishes with 'Savage Lynel'. Savage Lynel equipment is among the best in the game.
  • Took a Level in Badass: There's no doubt that these are the most innovative, strongest, and dangerous iteration of Lynels to date in the Zelda series. Just a small pack of them could easily defeat a thousand regular soldiers without breaking a sweat.
  • Trick Arrow: They wield all three Fire, Ice, Lightning Arrows depending on the variant and can multi-shot fire them using their bows with ridiculous accuracy.
  • Underground Monkey: Like most enemies, Lynels follow the standard Red-Blue-Black Law of Chromatic Superiority, though even the basic Red Lynel is a Boss in Mook Clothing on par with Guardians, but lacking their weak spot. Silver-maned Lynels are practically a Bonus Boss.
  • Villain Teleportation: If they somehow get knocked out of the territory they claim as their own (e.g. if the one on Ploymus Mountain gets knocked off the peak), they will teleport back to their home turf.


Giant Land Sharks of the desert.

  • Acrofatic: They're quite rotund in build, but they move like greased lightning and make spectacular breaching attacks.
  • Damage-Sponge Boss: The Molduking fought as part of "The Champions' Ballad" DLC has an absurdly high amount of health, to the point that it has several collectible weapons in its head as an Anti-Frustration Feature. It does have a secret weakness to electric-elemental attacks, however.
  • Expy: They have the ability to detect when prey is walking around on the sand, like Graboids could do with normal earth. They also have striking similarities with the Jhen Mohran and Nibelsnarf, as both creatures swim in the sand and in the case of the latter are vulnerable to bombs.
  • Feed It a Bomb: The easiest way to defeat one is to prey on their predatory instincts and roll a bomb downhill.
  • King Mook: The Molduking, a new variety introduced in "The Champions' Ballad" DLC pack. It's bigger, stronger, and sports a tan-colored hide.
  • Land Shark: Despite the name, Moldugas are actually giant land sharks with tiny amphibian legs, although they burrow like a sand worm all the same.
  • Sand Is Water: It burrows around like the best of 'em.
  • Suspiciously Similar Substitute: From the name and the way it burrows, it can be seen as this to recurring Zelda enemy Moldorm, although it bears more resemblance to the Deku Toad. Its battle theme also sounds a lot like Molgera's, another Moldorm-type monster.
  • Vocal Dissonance: For such large and intimidating creatures, they make very high-pitched and squeaky noises.
  • Worm Sign: It creates a huge mound trail as it moves underground.

    Taluses and Pebblits

Living rock monsters that are made up of uneven boulders. The giant Taluses are fought as overworld bosses while the smaller Pebblits are regular enemies.

  • Action Bomb: Once picked up, Pebblits will twitch for a bit, slowing to a stop, before exploding. Throwing them will break them apart on impact.
  • Attack Its Weak Point: Most of a Talus's body is impenetrable, except for an ore deposit on its back.
  • Colossus Climb: Link can climb a Talus' body, but given that they tend to slam forward into the ground, it's not wise to climb up the front.
  • King Mook:
    • Taluses are much bigger and tougher than Pebblits, to the point that they're fought as bosses.
    • The Igneo Talus Titan introduced in "The Champion's Ballad" DLC serves as this to regular-size Igneo Taluses, being even bigger and stronger.
  • Logical Weakness: Weapons built for mining or breaking rocks (particularly Goron weapons) do quadruple damage on Taluses while instantly shattering Pebblits. This includes the Iron Hammer, Cobble Crusher, Stone Smasher, Boulder Breaker, and Drillshaft.
  • Mini Mook: The Taluses' young, called Pebblits, are regular enemies.
  • Piñata Enemy:
    • The common Stone Talus is this. They drop tons of gems, and as long as you have a healthy supply of Bomb Arrows and/or a reasonably powerful heavy weapon, you can easily defeat them. You can farm their stones for rupees and Item Crafting by returning to their locations every Blood Moon.
    • While they don't give tons of valuable stones like their larger kin, Pebblits can be used to farm them when in groups, and they even go down in a single bomb explosion.
  • Rock Monster: They're made up of numerous rounded boulders and an ore deposit assembled into a vaguely humanoid form.
  • Schmuck Bait: A Talus's weak spot is an ore deposit that will periodically drop valuable minerals. Trying to pick them up can leave Link wide open for the Talus to attack. Thankfully, they don't despawn and you can safely pick them up after it falls.
  • Underground Monkey: There are three variations of Stone Talus, with weak points composed of one of the three types of ore deposits (regular, luminous stone, and rare stone). Then there's the Igneo Taluses, which are made of burning volcanic rock, and the Frost Taluses, whose bodies are frozen solid. The DLC adds an Igneo Talus Titan as well, which is much larger.


Robed imp-like enemies wielding elemental rods that can turn invisible and attack Link with their elemental magic.

  • Color-Coded Wizardry: The red ones wield fire rods and can raise the temperature, the blue ones wield ice and can freeze the area, and the yellow ones wield electricity and can cause thunderstorms.
  • Elite Mook: There are two tiers of Wizzrobes. Fire, Ice, and Thunder Wizzrobes form tier one and are the basic variants. Meteor, Blizzard, and Thunderstorm Wizzrobes from tier two and are the elites of their kind, having more health and wielding stronger magic.
  • Enemy Summoner: If they stay alive long enough to change the weather, their spells afterward can conjure up matching elemental Keese and Chuchus as well.
  • Field Power Effect: If left alive for too long, they will summon a harmful area effect that will last until they are felled. Fire Wizzrobes increase the temperature of the area to harmful levels, Ice Wizzrobes do the same but with cold temperatures, and Thunder Wizzrobes summon thunderstorms that strike metal weapons as usual.
  • Fire, Ice, Lightning: The types of Wizzrobes form this trio — repeated for each power tier — and wield their corresponding magic rod.
  • Gag Nose: It's hard to see due to their hoods and dark skin, but they have round bulbous noses.
  • Giggling Villain: They giggle in amusement when attacking Link.
  • Invisibility: Instead of teleporting like in other games, Wizzrobes instead make themselves invisible while moving, only dropping their cloak to attack. However, they can still be attacked while invisible.
  • I Shall Taunt You: If Link fails to hit them, Wizzrobes will start dancing and shout a distinct sing-song taunt that is unmistakable as "you can't hit me" in their strange language. Can become a Hoist by His Own Petard, since they remain in a single spot when doing so, making it easier to target them. But if you fail to hit them still, they summon the aforementioned Field Power Effect.
  • Lean and Mean: They're visibly skinny under their robes, and rather annoying enemies to boot.
  • Logical Weakness: Being element based enemies, the fire and ice themed versions (regardless of their tier) can be killed in a single hit by any ice or fire attack respectively. Electric type Wizzrobes don't have this problem though as there isn't an element that acts as a counter to them.
  • Magic Wand: They wield the elemental rod of their chosen element, which Link can take for himself.
  • No Ontological Inertia: Once they're killed, any field effects they caused will end.
  • Pyromaniac: Fire Wizzrobes are often surrounded by charred remains of trees and wooden buildings, with the implication that they simply love to ignite everything they can.
  • Not Quite Flight: Wizzrobes prance around in the air, leaving a ripple effect wherever they hop, even when invisible. They don't go any higher or lower unless you stun them and bring them to the ground.
  • Robe and Wizard Hat: They wear simple robes and a hood that ends in a tall point above the top of their heads.
  • Slasher Smile: They have huge grins of pointy teeth, and never mean anything but trouble for the player.
  • Weather Manipulation: Thunder Wizzrobes can summon thunderstorms as a Field Power Effect.

    Stal- Enemies

At night, Link will occasionally be accosted by skeletal versions of Bokoblins, Moblins, Lizalfos, and Hinox. In dungeons, mouthed pools of Malice will also spawn Cursed versions of these enemies that consist only of a floating head.

  • Boom, Headshot!: The only way to kill a Stal- enemy (aside from the Stalnox) is to destroy their skull. If they are in a group even this won't work until every skull is gone as if one is present it can be "shared" between the all of the bodies.
  • Dem Bones: Skeletal versions of common enemies.
  • Fastball Special: Much like how regular Moblins will throw Bokoblins when lacking for weapons, Stalmoblins will throw Stals' skulls.
  • Glass Cannon: They can hit pretty hard, but they can be killed in just two hits: one to scatter their bones, the second to smash their skulls. If you're good with your bow you can even kill them with only one shot directly to the skull, as the skulls only ever have one HP. The Stalnox, though, is just as strong as its flesh-and-blood equivalent and has a far more durable weak point.
  • Go for the Eye: Like its standard equivalent but unlike the other Stal- creatures, the Stalnox still has a flesh eye that serves as a weak point. It also serves as the monster's tether like the smaller Stals' skulls— as long as it's still there, the monster can keep going, and will only die when the eye is destroyed. It can get knocked out of its socket to the ground where Link can get extra hits on it.
  • Grievous Harm with a Body: Stalnox will throw their ribs at Link.
  • Hellish Horse: Stalkoblins can sometimes ride undead skeletal horses called Stalhorses. However, the Stalhorses themselves aren't hostile to Link and thus he can actually ride them like any other horse. They can't be registered at a stable since they are considered monsters and they disintegrate during the day like all Stal enemies, though.
  • Pulling Themselves Together: If their head is removed and not destroyed, their body will eventually find and reattach it. In fact, any stal body will happily reattach any head of the same type.
  • Removing the Head or Destroying the Brain: Variation in that if they spawn in a group, they'll all keep Pulling Themselves Together until all their skulls are destroyed. For Stalnox, they can't be killed until you destroy their eye.
  • Suspiciously Similar Substitute: The Cursed heads act almost exactly the same as Bubbles in previous games.
  • Token Good Teammate: The Stalhorses. While they're commonly ridden by Stalkoblins and look creepy as hell, they won't attack Link, even letting him ride them.
  • Weakened by the Light: They only attack at night because they instantly disintegrate when dawn comes. However, Stalnox instead burrow underground if they glimpse the sun.
  • Weaksauce Weakness: None of the Stal- enemies can swim. In fact, if the skulls hit water too deep to wade in, they dissolve instantly. They're generally smart enough to avoid going into the water, but Link can easily knock them into nearby water sources (or just throw the skulls into the water).


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