Hyrulian Monsters and other DM notes
Hyrule is not normally filled with monsters. The demons currently plaguing the countryside are not of this world. They are sorcerous creations sent to wreak havok and plunge Hyrule into chaos. The foul ritual that creates them uses some of Hyrule's essence, be it gems from the earth, other pieces of nature (Deku sticks and nuts, for example), or the strength of its peoples. Because they are not natural, when monsters are destroyed, they disappear, sometimes leaving behind rupees, a heart, or some other item. Rupees can be collected and spent later by PCs. Hearts, when found, must be used then to recover 1d4 hit points. If a PC grabs a heart while they have maximum hit points, they gain nothing.
And some monsters:
Bokoblins are vile little humanoid creatures, about four feet tall, with a toothy maw and green or blue skin. They typically carry crude spears or swords (1d8 damage) and are rarely encountered alone, typically marauding in a band of 3d4 of the creatures, with one Leader. They have a love of bloodshed and causing mayhem. Their weapons are shoddily made, and automatically break on a natural attack roll of 5 or less. Unarmed bokoblins attack with their clawed hands for 1d6 damage.
Bokoblin: HD 1d8, AC 12, +1 attack, 1d8 (armed) or 1d6 (claws) damage, save 18
2 in 6 chance of dropping either heart (1-3) or single rupee (4-6)
Bokoblin Leader: HD 1d8+2, AC 13, +1 attack, 1d8+1 damage (armed) or 1d6+1 (claws), save 17. Leaders carry better weapons (usually longsword, which only break on an attack roll of 1) and a wooden shield. Always drop either heart or a 5-rupee piece.
Moblins are big and mean. Eight feet tall with a pig-like face and furry red skin, these are elite soldiers. They are usually armed with a large morningstar (1d10 damage, STR 15 to wield) and armored (Banded mail, though it is too large for a PC to wear).
Moblin: HD 3d8, AC 16, +3 attack, 1d10 damage, save 15. They always drop 2d6 5-rupee pieces and a single heart.
Keese are dark winged rodents that are often found in dungeons. They have a wingspan of 1 foot and are more nuisance than threat. There is a fiery version as well.
Keese: HD 1d4, AC 18, +4 attack, 1 damage, Save 20. 1 in 6 chance of dropping either single rupee or heart.
Flaming Keese: HD 1d4, AC 18, +4 attack, 1 fire damage and victim must make Reflex save or take 1 additional fire damage next round; Save 20. 1 in 6 chance of dropping a single rupee or heart.
Deku Baba is a monstrous plant. It has a large, bulbous head that opens to reveal rows of sharp teeth. It is rooted in place by a five foot long stalk, but can attack anything that gets close enough.
Deku Baba HD 2d8, AC 15, +3 attack, 1d6 damage, victim must make reflex save or be grabbed in Deku Baba's mouth. Deku Baba does 1d6 more damage each round until victim makes fortitude save to break out. Save 17. The Deku Baba's weak spot is its stalk, which has an AC of 18, but a blow with a bladed weapon automatically severs it from the ground, destroying it. Deku Baba grow back in 10 minutes unless root is dug out and burned. Always drops either Deku Stick or Deku Nuts. The root, when burned, leaves behind a single 10 rupee piece.