Hope this works but here is what I have so far. Let me know if yall have any input on what I can make better or more ideas to add. Can’t wait to try in game.
Hook shot - Hit Far - On hit Str roll for player & enemy or object, lower roll moves to higher roll location
Boomerang - Throw Far. On a miss it returns Dex to catch.
Master Sword - +2 STR & Weapon. At full health Range Atk, Magic Dmg
Bomb - Throw near Gun Damage or Set Gun damage in 1d4 turns
Bob-omb - Moves near each turn for 1d4 turns. Touched before timer or timer ends Gun damage+2
Arrows & Rods - Fire - Burn
Ice - Slow
Lightning - Stun
Mirror Shield - Roll Target To Absorb Element. Store 3 of the same element in a row, release do Magic Dmg. Reflexes light.
Iron Boots - +1 Con, Hard to move - Can only move near, Can’t be pushed prone, and sink like a rock.
Hover Boots - Float for a limited time, Move over Far gaps. Move near but then skid to far trying to stop momentum.
Bunny Hood - Dex rolls are easy
Bokoblin -
+2 stats 1 Heart 1 Action
Club and Short Bow
Blue, Black, Silver, Gold
Moblin -
+4 Stats 2 Hearts 1 Action
Any object as a weapon, even Bokoblin…. Swing or Throw
Front Kick - Basic with knock back
Green Lizalfos
+4 Stats 1 Heart 1 Action
Swords, Polearn, Bow
Tongue Attack - Basic
Magic Damage and Dex roll to see effect happens
Red - Fire Breath - Burn
White - Ice - Slow or freeze
Yellow - Electric field - Stun close
Keese - Eyeball with wings and fangs
+2 stats 1 Hit Point 1 Action
Bite - 1 Damage
SWARM!!! - 1d10 # of Keese 1 Action
Lose majority of swarm roll Target to Flee
Possible Fire, ICe, Electric
Octorok - (in water) +2 stats 1 Heart 1 Action
Pops out of the water shoots a rock at 1 Target , hides, on hit 1 Damage, easy shield block
Deku Scrub - (on Land) +2 stats 1 Heart 1 Action
Pops out of the water shoots a rock at 1 Target , hides, on hit 1 Damage, easy shield block
ChuChu - Blue in color blob +2 stats 1 Heart 1 Action
Leap Atk - Jump to Near on hit deal Basic,
Red ChuChu - Fire Leap - Explode on hit Magic fire damage - 1 burn damage for 2 rounds
White ChuChu - Ice Leap - Shatter on hit Magic damage - Movement reduced for 2 rounds
Yellow ChuChu - Electric Boogaloo(Leap) - Explode on hit Magic - Stun for 2 rounds
Large ChuChu - Larger Blue blob +2 stats 2 Hearts
Leap Atk - Jump to Near on hit deal Basic+3
When reduced to 5 HP or less it grows in size and pops into 1d4 ChuChus
Wizzrobe - +4 stats 2 Hearts Walks in air and had Element Rod
Magic Atk, Turns Invisible and moes Near, reappears
On Low HP Roll to Vanish
Fire Rod - Magic Damage and burning, 1 damage at the end of player turn, Roll Con to end
Ice Rod - Magic Damage, and Slow at end of player turn roll Str to end
Lighting Rod - Magic Damage and Stun at end of players turn roll Wis to end
Lynel - Centaur like beast with lion like head and mane
+8 to stats +4 to efforts 5 Hearts multi attack
Weapon - 1d4 or pick weapon
Bow - Shoots 1d4 arrows
Glaive - Standing jump attack driving glaive into the ground 2d8 damage to all close, DEX or knocked prone
Sword - close one target and make 3 Atks. Target can roll to block or dodge each attack.
Crusher - Spin attack hit all close with Ultimate or Ground pound deal weapon + push back
Weapon Attack
Straight Line Charge - Grapple or swing with Weapon. Deal Ultimate
Roar - push back all Close to Near. Con or frightened
Fire Attack - Shoot 3 fire range attacks. Magic damage (no AOE), Roll Dex to dodge
Fiery pound and roar - Ground pounds and fire explosion hitting all close and near. Magic + Ultimate. If blocked with a shield it is destroyed.
Walking Guardian - 5 Legs 1 eye
+4 to stats +4 to efforts 4 Hearts Multi attacks
Each leg can stomp attack - Deal Weapon +4
Body Ground Pound - Deal double weapon
Eye Beam - Thin laser beam fired in straight line can reach beyond Far - Dealing 1 Heart of Damage, 1d4 rounds to fire again.
Legs can be removed. Remove 3 legs no longer mobile. Damage to eye or under bell deal double damage