Ganon (5e Creature)
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Huge fiend, lawful evil
Armor Class 19 (natural armor)
Saving Throws Str +16 (with advantage), Con +16 (with advantage), Wis +10, Cha +11
Conjure Weapons. When Ganondorf transforms into Ganon, and as a bonus action on later turns, he can conjure up to two simple or martial weapons out of thin air. These weapons are sized for Ganon meaning they have double their normal damage dice, and an extra reach of 5 feet. Ganon is always proficient with these magic weapons. These weapons cease to exist if they leave Ganon's touch.
Legendary Resistance (3/Day). If Ganon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ganon has advantage on saving throws against spells and other magic effects.
Spellcasting. Ganon is a 16th-level spellcaster, and has 94 magic points. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Ganon knows the following witch spells, which he can cast without material components:
Triforce of Power. Ganon has the artifact known as the Triforce of Power. While in possession of it, he has advantage on all Strength and Constitution saving throws.
Vile Brute. A melee weapon deals two extra dice of its damage when Ganon hits with it (included in the attack), which deals necrotic damage instead of the weapon's normal type.
Multiattack. Ganon makes four scimitar attacks, or three attacks otherwise.
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) piercing damage plus 13 (2d12) necrotic damage.
Scimitar. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 7 (2d6) necrotic damage.
Moblin Spear. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 29 (2d12 + 16) piercing damage plus 13 (2d12) necrotic damage.
Ganon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ganon regains spent legendary actions at the start of his turn.
Detect. Ganon makes a Wisdom (Perception) check.
Shift. Ganon expends 3 magic points to cast misty step.
Attack (Costs 2 Actions). Ganon makes one melee weapon attack.
Spell (Costs 2 Actions). Ganon casts scorching ray as a 2nd-level spell (expending 3 mp), dead man's volley as a 2nd-level spell (expending 3 mp), casts warping step as a 4th-level spell (expending 6 mp), or casts one cantrip.
The statistics on this page assume Ganondorf used his Triforce of Power to transform into Ganon. If another individual transformed into Ganon, see Beastial Ganon or, in a setting heavily involving the Twilight Realm, Dark Beast Ganon, though Ganondorf can also transform into the Dark Beast. As Ganondorf's transformation can be indefinite, he could have remained in the form of Ganon long before any encounter with player-characters.
For a godlike and cataclysmic form of this creature, see Calamity Ganon (5e Creature).
For lore and backstory on Demise, Ganondorf, Ganon, and Calamity Ganon, see Religion (Hyrule Suplement).
In battle, Ganon's tactics can vary greatly. Despite his immense magical prowess, this ferocious transformation encourages him to rely primarily on his immense size and strength to dominate opponents. Each turn he likely casts warping step or misty step to chase down any victims that would flee from him. Even if he casts no other spells, these simple tactics render Ganon a virtually unbeatable foe capable of devastating armies. He can, however, find craftier options in his vast array of magic.
If only one or two foes oppose him, Ganon may attempt powerful spells capable of debilitating a single creature: stun person, control person, and if he is desperate, power word stun. If he his vastly outnumbered and swarmed, he may instead vouch for destructive waves of power like those found in wave of obliteration. Most other spells are used sparingly and for the sole purpose of negating foes' advantages, such as counterspell, dispel magic, true seeing, and mind blank. In times of desperation, Ganon may bring forth those subservient to him to be willing targets of the transfer pain spell, enabling him to rapidly regenerate.
On initiative count 20 (losing initiative ties), Ganon takes a lair action to cause one of the following effects; Ganon can't use the same effect two rounds in a row:
- Ganon restores 2d6 mp.
- Ganon summons 2d4 Fire Keese (5e Creature) that appear within unoccupied spaces Ganon can see within 120 feet and act on initiative count 20 (losing initiative ties to other creatures). The Keese have advantage on attack rolls. The Fire Keese each disappear after their turns.
- Magical darkness spreads from a point Ganon chooses within 60 feet of it, filling a 15-foot-radius sphere until Ganon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Religion (Hyrule Supplement)#Ganon
- Ganondorf (5e Creature)
- Bestial Ganon (5e Creature)
- Dark Beast Ganon (5e Creature)
- Calamity Ganon (5e Creature)
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