Legend of Zelda: Heroes of Time world illustration - High Fantasy theme
High Fantasy

Legend of Zelda: Heroes of Time

R
RelicasTheWise

a good mix of LTTP, and OOT. You're a hero of Time (an incarnation of link) you can guess the rest.


Author's Note: tell franz Game Structure Overview: First Half: Quest for the Spiritual Stones: The player collects three Spiritual Stones—Forest, Mountain, and Water—by completing dungeons themed around these elements. Master Sword: The player unlocks the Door of Time and draws the Master Sword, triggering the transition to the Dark World. Second Half: Dark World: The player navigates a twisted version of the world, rescuing seven maidens trapped in challenging dungeons. Final Confrontation: After freeing the maidens, the player faces Ganon, the main antagonist, in a final battle to restore light to the world.
Played31 times
Cloned1 times
Created
256 days ago
Last Updated
82 days ago
VisibilityPublic
Freezor
CR 7Medium Monstrosity
Freezor
HP Range85 - 95 (Avg: 90)
AC15
XP3900

Description

Freezors are icy, malevolent creatures that lurk in the coldest, most desolate corners of dungeons and frozen caves. Born from ancient magic that has infused the very ice and snow, they are living, sentient entities with a singular goal: to freeze and destroy any intruders who dare enter their domain.

Details
SizeMedium
TypeMonstrosity
CR7
XP3900
LanguagesIce-magic, Primordial
Defenses
Armor Class15
HP Range85 - 95 (Avg: 90)
Damage Vulnerabilities
Damage ResistancesNone
Damage Immunities
Condition ImmunitiesNone
Actions

Aura of Cold

The Freezor emits an aura of intense cold in a 10-foot radius. Any creature that starts its turn in this aura must succeed on a Constitution saving throw or take 2d6 cold damage.

Explosive Freeze

Upon being defeated, the Freezor explodes in a burst of icy shrapnel. All creatures within a 15-foot radius must make a Dexterity saving throw, taking 4d10 cold damage on a failed save, or half as much on a successful one.

Ice Shard

The Freezor launches a sharp shard of ice at a target within 60 feet, dealing 3d8 piercing damage and forcing the target to make a Constitution saving throw or be restrained in ice until the end of their next turn.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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