Legend of Zelda: Shattered World world illustration - High Fantasy theme
High Fantasy

Legend of Zelda: Shattered World

L
Lucky104

One unfortunate night as you lay asleep… you died. You end up being reincarnated to the land of Hyrule as you find out. You will find that you are not the only one who was pushed into this world, there are more out there. All of this, and at the same time, Ganondorf is at it again with a new plan to take over the land of Hyrule. Yet in the distance, a new Hero of Time makes his way across the land, standing up against evil. Will you help The Hero of Time or live your own life?


Author's Note: This is a cross over idea. Something to mess with. I'm going to update as time go's on. so far I think it's playable. Still have a lot to cover before I feel like this it's done. The idea is that Gannon has found a way to warp the realms and bring parts of thoses realms to the Land of Hyrule . Hyrule it's self has been changed also due to gannon, and has teamed up with more of the worst of the worst to put the icing on the cake. You can live your own way of life or help the hero of time save the world.
Played9 times
Cloned1 times
Created
28 days ago
Last Updated
1 days ago
VisibilityPublic
Irradiated Xenomorph
CR 7Large Aberration
Irradiated Xenomorph
HP Range120 - 152 (Avg: 136)
AC17
XP2900

Description

A terrifying alien creature mutated by intense radiation, combining the deadly traits of a xenomorph with glowing, radioactive features that emit a toxic aura.

Details
SizeLarge
TypeAberration
CR7
XP2900
LanguagesAbyssal
Defenses
Armor Class17
HP Range120 - 152 (Avg: 136)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Acidic Spit

Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 14 (4d6) acid damage and the target's armor or natural armor is corroded, reducing its AC by 1 until repaired.

Radiation Sting

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 9 (2d8) poison damage and the target must succeed on a DC 15 Constitution saving throw or suffer radiation poisoning, taking 10 (3d6) poison damage at the start of each of its turns for 3 turns.

Tail Whip

Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone.

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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