Difference between revisions of "Golden Tektite (creature)"

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|description=An extremely rare variant of [[Tektite (race)|tektite]] that hunts in solitude, the golden tektite derives its name from its gold-colored body.  It wields uncanny speed, and is both more durable and much stronger than ordinary tektites.  According to rumor, this creature is the result of magical enhancement&mdash;said to be empowered by a mighty [[sage]], a [[great fairy]], or some other source of potent magic.  Indeed, it is one of the legendary creatures collectively called [[Golden Monster]]s.
 
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{{CA|Attack|''(Costs 2 Actions).'' The tektite jumps up to 25 feet and makes a slam attack.}}
 
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|gear=A golden tektite holds no gear, but when slain it yields 2d8 &times; 100 [[rupees]], and 1d6 &times; 1000 [[rupees]]' worth of [[spoils]].  These spoils likely include golden monster parts used for crafting magic items like {{MI|golden plate}} or a {{MI|golden potion}}.
 
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Revision as of 02:51, 30 January 2020

CreaturesBeastsTektiteGolden Tektite

Golden Tektite
Medium beast (tektite), unaligned
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Armor Class 18 (natural armor)
Heart Points {{{hp}}}
Speed 50 ft., climb 50 ft.
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STR
21 (+5)
DEX
23 (+6)
CON
18 (+4)
INT
3 (-4)
WIS
10 (+0)
CHA
6 (-2)
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Saving Throws Dex +9
Skills Acrobatics +9, Perception +3
Damage Resistances radiant
Senses passive Perception 13
Languages
Challenge 8 (3,900 XP) Proficiency Bonus +3    
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Elusive.

Improved Initiative. The golden tektite (creature) has advantage on any ability check it makes to determine turn order in combat.

Legendary Resistance (1/day). If the tektite fails a saving throw, it can choose to succeed instead.

Powerful Attacks. A weapon attack deals one extra die of its damage when the tektite hits with it (included in the attack), and these weapon attacks are magical.

Standing Leap. The tektite can jump a length or height of up to 50 feet, with or without a running start. These jumps can avoid most forms of difficult terrain.

Water Walker. The tektite can walk, jump, or slide over the surface of water as easily as it can move over land.


Actions

Multiattack. The tektite makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) magical bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


Reactions

Gleaming Dodge. When attacked by a creature it can see, the tektite halves the damage it takes—unless the damage is necrotic.


Legendary Actions

The golden tektite 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. The golden tektite regains spent legendary actions at the start of its turn.

Detect. The tektite makes a Wisdom (Perception) check.

Withdraw. The tektite uses the Disengage action, and jumps up to 25 feet.

Attack. (Costs 2 Actions). The tektite jumps up to 25 feet and makes a slam attack.

“The legendary Golden Tektite. Its basic attack is the same, but it has much more power.”
— Figurine description, The Minish Cap

An extremely rare variant of tektite that hunts in solitude, the golden tektite derives its name from its gold-colored body. It wields uncanny speed, and is both more durable and much stronger than ordinary tektites. According to rumor, this creature is the result of magical enhancement—said to be empowered by a mighty sage, a great fairy, or some other source of potent magic. Indeed, it is one of the legendary creatures collectively called Golden Monsters.
     Environment: Caves, Coastal, Desert, Forest, Grassland, Hills, Lake, Ruins, Sea, Volcanic

Related pages


The material on this page is based primarily on content found in The Minish Cap, which is copyright Nintendo Co., Ltd.