Golden Tektite (5e Creature)
From D&D Wiki
Medium beast, unaligned
Freedom of Movement. The tektite can move across any nonmagical difficult terrain as if it were normal terrain.
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's long jump is up to 40 feet and its high jump is up to 20 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.
Multiattack. The tektite makes two slam attacks.
Gleaming Dodge. When attacked by a creature it can see, the tektite halves the damage it takes—unless the damage is necrotic.
The 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 tektite regains spent legendary actions at the start of its turn.
Jump. The tektite uses the Disengage action, and moves up to 40 feet in a single standing leap.
Slam Attack (Costs 2 Actions). The tektite moves up to 20 feet and makes a slam attack.
An extremely rare variant of tektite that hunts in solitude, the golden tektite derives its name from its gold-colored carapace. 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.