Slimy Skin. Non-Magical Attacks deal 5 less damage to the Charybdis Axolotl.
Spellcasting. The [Charybdis Axolotl] is a 1st-level spellcaster. Its spellcasting ability is [Dexterity] (spell save DC 8, +1 to hit with spell attacks). The [Charybdis Axolotl] has following [Druid] spells prepared:
Cantrips (at will): [Bo of Water]
1st level (2 slots): [Animate Water], [Aphazard's Whipping Water]
Rainfall. Used when the battle starts. Cause the battlefield to start raining. Non-Water Elementals deal 3 less damage to ally Water Elementals for 1 hour.
Slippery Slash. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 2 (1d4 + 2) [Slashing] damage.
Hydro Bomb. Ranged Weapon Attack: +3 to hit, range 25/60 ft., 1 target. Hit: 1 (1d6 + 2) [Water] damage.
When this monster gets down to 25% of its HP, it will start to perform a Bonus Action every 5 minutes.
Call for Backup. The Charybdis Axolotl lets out a loud cry. Summons 2 Charybdis Sea Snakes 30 seconds after usage.
Opportunity Attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Sea Creatures the size of Dogs in the land of Verrat, they're known for living near Coastal Cities and in the Deep Seas. They're airheaded and majestic creatures, but they're claws are a sign that no ordinary civilian should go near them. Although they're considered potentially dangerous, under the right circumstances people can have them as pets and have been seen being used for multiple different purposes.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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12/14/2021 5:18:08 AM
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Coming Soon
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