Magtail
Centipedes as big as a horse, Magtails live in hot places like volcanoes, slithering about quickly. When provoked, they use their mandibles to grab and slice foes.
Magtails like to run up to foes and either slice them up, or attempt to grab them, with their pincers. They may then try to drag their grappled prey back down into the lava, or just squeeze them until they pop. Once a Magtail uses Goron Goroll, it will not unroll until killed or left alive. This can make them useful weights for switches and puzzles.
Magtail Lore
Novice (DC 7)
Magtails are rare vermin in volcanic areas, and thankfully so. If you’re lost in a volcano, don’t try to follow a Magtail tunnel – it’s just as likely to lead to a pool of lava as it is to lead you outside.
Journeyman (DC 10)
Magtail are usually a sizeable foe, but not always – if you catch them young, they can be quite small, but no less durable. Goron youths will take a curled-up baby Magtail, roll it up, and kick it around for a while in a game of hackeysack.
Adept (DC 13)
Temple-builders and ancient Subrosian engineers sometimes require the use of Magtails as weights in order to solve their puzzles and traps. If it seems like there are Magtails around every corner, see if there’s a spot where a rolled-up Magtail could weigh something down or serve as a stepping stone.
Magtail | |||||
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Rank 1 Natural Warrior | |||||
HP: 20 | MP: 0 | SP: 8 | |||
Defense: 8 (Heavy) | Concentration: 12 | ||||
Initiative: +2 | Evasion: 8 | ||||
Size: Medium | Vitality: 14 | ||||
Movement: 4 (Walking) | |||||
Sweep | Damage: 12 | ||||
To-Hit Check: +7 | Range: Sweep 2 | ||||
Grapple | Damage: - | ||||
To-Hit Check: +8 (vs Vitality) | Range: Melee | ||||
Goron Goroll | Damage: - | ||||
8 Stamina (Bind) | Range: Self | ||||
You roll into a tight, round ball. While in this stance, your Movement is halved, and you resist all attacks by 4 steps. In addition, you cannot use any Actions (Standard, Minor, or Reaction) that do not have the Goron race as a Learn or Use Requirement. You may uncurl as a Minor action during your turn, ending this stance. | |||||
Default Weapon: Obsidian Pincers | |||||
(Rank 1 Natural Greatsword) | |||||
Accuracy: 3 | Attack: 7 | Durability: 7 | |||
Big Squeeze (Passive) | |||||
This creature gains a +2 on Athletics rolls to begin or maintain a Grapple. Whenever this creature successfully roll to maintain (but not begin) a Grapple, deal 2 damage to that foe, ignoring Defense. | |||||
Magtail’s Big Eye (Weak Point) | |||||
Magtail has a single large eye, right behind its pincers. The Big Eye is Hard to Hit, unless you are currently Grappled by the Magtail. When struck, Magtail immediately releases its Grappled foe, and on its turn, uses Goron Goroll until killed or its foes have fled. | |||||
Obdurate Object (Passive) | |||||
While this creature is using the Goron Goroll Technique, they gain an additional 5 Defense, and they automatically fail all rolls to resist being Grappled. | |||||
Instinctive Intelligence | |||||
Immunity: Lava, Fire, Heatwave weather | |||||
Vulnerability: Water | |||||
Combat | 5 | Willpower | 0 | Accuracy | 4 |
Hearts | 5 | Magic | 0 | Stamina | 2 |
Athletics | 4 | Arcana | 0 | Nature | 2 |
Civilization | 1 | Perception | 2 | Agility | 2 |
Fortitude | 4 | Influence | 1 | Command | 0 |
Intimidate | 2 | Discipline | 2 | Insight | 1 |
Mechanics | 0 | Perform | 0 | Guile | 0 |
Smithing | 0 | Enchanting | 0 | Cooking | 0 |
Drops | 3x Magtail Carapace (Rank 1 Monster Part) |