Tektite (5e Creature)

Tektite

Medium beast, unaligned


Armor Class 13 (natural armor)
Hit Points 18 (4d8)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 2 (-4) 11 (+0) 7 (-2)

Saving Throws Dex +4, Con +2
Skills Acrobatics +4, Perception +2
Senses darkvision 30 ft., passive Perception 12
Languages
Challenge 1/4 (50 XP)


Freedom of Movement. The tektite can move across any nonmagical difficult terrain as if it were normal terrain.

Pack Tactics. The tektite has advantage on an attack roll against a creature if at least one of the tektite's allies is within 5 feet of the creature and the ally isn't incapacitated.

Standing Leap. The tektite's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

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

ACTIONS

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.


A tektite ready to pounce. Source

Four-limbed, one-eyed carnivorous insects, tektites are well-known to jump great distances as their primary form of movement. They usually hunt in groups of three to eight. These tektite packs have an odd tactic: they leap great distances, then bodyslam their hard underbellies and legs into the prey with the intention of breaking bones and preventing escape. Once a foe is sufficiently unable to resist, they slowly devour the prey in nibbling bitesoften while it is still alive. Tektites hunt indiscriminately, slamming into everything from small birds to traveling merchants, but rarely approach foes several times their size.

Varied Habitats. Lakes, swamps, mountains, deserts, caverns, ruins, and more are home to these highly adaptable creatures. There are few if any locations were some variety of tektite cannot be found. Their simple but powerful legs can expertly maneuver almost any terrain.

Variant: Tough Tektite

Some tektites are exceptionally strong, which often results from abundant food sources, but can also be caused by magic. These tektites usually have a different coloration than others in the area. This variant's Challenge Rating is 1 (200 XP).

This tektite's Strength and Constitution scores increase to 16, and it gains four more Hit Dice. Its average hit points thus become 60. Its Slam attack is improved as follows:

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

gollark: brb checking storage for 28 logs
gollark: merged into the yemmel hive mind
gollark: My old alt, why?
gollark: Yemmel is all three.
gollark: They're the same person with names which don't *quite* match if reversed.

See also

  • Golden tektite, a gleaming tektite empowered with radiant magic
  • Aru lowder, another one-eyed arachnid monster of similar size
  • Gohma, a monstrous arachnid of greater size and strength



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