Majora (5e Creature)

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Campaign Setting: Hyrule
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Large fiend, chaotic evil

Armor Class 19 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 40 ft., fly 30 ft. (hover)

16 (+3) 20 (+5) 21 (+5) 21 (+5) 18 (+4) 24 (+7)

Saving Throws Con +12, Wis +11, Cha +14
Skills Arcana +12, Deception +14, Insight +11, Perception +11
Damage Vulnerabilities force
Damage Immunities necrotic, poison
Condition Immunities charmed, petrified, poisoned
Senses truesight 120 ft., passive Perception 21
Languages Ancient, Twilit; plus any languages known by the host of Majora's Mask (which usually includes Common)
Challenge 24 (62,000 XP)

Forceful Strikes. A melee weapon deals an extra 11 (2d10) force damage Majora hits with it (included in the attack). Majora's weapon attacks are magical.

Formidable Magic. Majora has advantage on any saving throw made to maintain concentration on a spell it has cast. Any ability check made to dispel a spell Majora has cast is made with disadvantage.

Innate Spellcasting. Majora's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Majora can innately cast the following spells, requiring no material components:

3/day each: animate objects, creation, bestow curse, fireball, polymorph (cannot target itself)
2/day each1: bestow curse (cast as a 5th level spell), haste, wave of obliteration, Wizzro's blast
1/day each2: bestow curse (cast as a 9th level spell), true polymorph (cannot target itself), whirlwind, wish
1 Majora can only cast these spells if it increases the casting time by 1 minute, or has one use of Pain Transmutation remaining.
2 Majora can only cast these spells if it increases the casting time by 10 minutes, or has no uses of Pain Transmutation remaining.

Legendary Resistance (3/Day). If Majora fails a saving throw, it can choose to succeed instead.

Pain Transmutation (2/Day). Majora is capable of absorbing damage to grow its form and enhance its physical capabilities. Each time it would be killed or reduced to 0 hit points, this feature activates to fully recover Majora's hit points, absolve it of any conditions, and grow it slightly in both size and power. Each time it uses this feature in a day, Majora gains a cumulative +2 bonus to its attack rolls, ability checks, and saving throws. Majora's reach is initially 5 feet, but its reach increases by 5 feet each time it uses this feature.


Multiattack. Majora makes two attacks, plus one additional attack for each time it has used Pain Transmutation.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage plus 11 (2d10) force damage.

Whip. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 11 (2d10) force damage. If Majora has used Pain Transmutation twice and the target is a Large or smaller creature, at the end of this turn the target must succeed on a DC 22 Strength saving throw or be knocked prone.

Death Bolt. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 22 (4d10) necrotic damage.

Fire Bolt. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.

Heat Beams (Recharge 5-6). Majora's eyes emit a burning beam of light in a line 90 feet long and 5 feet wide, or a 30-foot cone. In either case, each creature in that area must succeed on a DC 20 Dexterity saving throw or take 39 (6d12) fire damage plus 26 (4d12) force damage.


Majora 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. Majora regains spent legendary actions at the start of its turn.

Detect. Majora makes a Wisdom (Perception) check.
Bolt. Majora casts fire bolt or death bolt from an object it is affecting with animate objects.
Conjure Toys. Majora casts creation without consuming a spell slot to create up to four Tiny masks, tops, or other simple toys.
Attack (Costs 2 Actions). Majora makes one attack.
Haste (Costs 2 Actions). Majora can only use this legendary action if it has used Pain Transmutation at least once. It casts haste on itself, expending a use as normal.

Majora's Mask

See Religion (Hyrule Supplement)#Majora.


Majora is an ancient enigma, believed to originate at some point in the Progenitor Era. Though its exact origin is shrouded in rumor and myth, Majora's history is entwined with an artifact known as Majora's Mask. Supposedly, this mask was used in arcane rituals of hexing and torture—though whether the mask was worn by the torturer or the tortured is ambiguous. The mask itself was capable of growing in power through both the physical and emotional pain of living creatures, and it is believed Majora itself was the sentient creation of this pain. When Majora itself grew too powerful, the ancient sorcerers who created the mask—or perhaps their descendants—sealed the fiend inside the mask they had created, and forbade its use.

Although the Majora and its mask has reportedly been destroyed or sealed away several times throughout the recorded history of the Light World, just as many times it has appeared again under mysterious circumstances. At best, the mask's evil was swiftly sealed or destroyed. At worst, the mask was worn by a humanoid, allowing Majora to influence its wearer, spread pain, grow in power, and wreak havoc. The current visage of the Moon—a disturbing visage that glares furiously upon the Light World below—is said to be the result of one such instance when Majora gained power, and a seemingly eternal symbol of its desire to cause agony and suffering.

Despite its foreboding nature and dark desires, Majora is said to be disturbingly immature and child-like. Some believe it knows nothing of the difference between right or wrong; that its vile curses are its ideas are mere pranks, and Majora is only a victim of the tortuous souls who first created it. Regardless, only a few individuals now lost to history could know the true nature of Majora firsthand.


These statistics assume Majora took possession of a host through the artifact Majora's Mask, and gained enough power to act as an independent creature. The exact time, methods, and means of Majora gaining power through its host cannot be accurately measured, though it does only seem to gain independence through causing pain or suffering.

When it first becomes independent, Majora initially assumes a Large form of Majora's Mask itself, albeit with a series of elongated whip-like tentacles emerging from its backside. As it takes pain or causes pain, it is able to transmute its form into something increasingly humanoid in shape. It gains arms, legs, and a head, and its spellcasting capabilities steadily grow alongside its physical evolution. If it takes time to rest, Majora's form will usually revert back to that of a mask in less than a day's time.

Majora eagerly curses anyone too weak to fight it, and has even known to use powerful magic to permanently polymorph creatures into other shapes. It generally prefers to elongate suffering and pain through these magical feats. Only when something is a credible threat does Majora intend to kill it swiftly.

Frequently, Majora will magically create masks or other inanimate objects with its creation spell, animate them, and finally fire bolts of magical energy towards them. It tends to only use this tactic when there is time to prepare against a credible threat; the more threatened it feels, the more frantic and straightforward its attacks tend to be.

A humanoid-like form Majora can take after using Pain Transmutation.
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