Medium Or Small Humanoid, Neutral
Armor Class 13 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., Swim 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws WIS +4, CHA +4
Skills Insight +6, Perception +2, Survival +6
Senses Blindsight 60 ft, Darkvision 60 ft, Passive Perception 14
Languages Aquan, Draconic, Telepathy 30 ft
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Amphibious. The Axolofolk can breathe air and water.

Chameleon Skin. The Axolofolk has advantage on Dexterity (Stealth) checks made to hide.

Regeneration. The Axolofolkl regains 10 hit points at the start of its turn. If the Axolofolk takes lightning damage or is not immersed in water, this trait doesn't function at the start of the Axolofolks next turn. The Axolofolk dies only if it starts its turn with 0 hit points and doesn't regenerate.

Water Dependency. If the Axolofolk isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The Axolofolk can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour.

Actions

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Spellcasting. The axolofolk casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):

At will: detect thoughts

Description

Axolofolk are primitive amphibious humanoids that lurk in areas in and near large bodies of fresh water. The axolofolk are carnivorous, consuming small prey such as mollusks, worms, insects, other arthropods, and small fish. Despite being carnivorous they are largely a peaceful people.

Axolofolk are almost fey like with how despite their age they always have a rather young and youthful mindset, leading to their typical live as a tribe to be rather peaceful and content, helping travelers and others so long as they bare no ill intent.

Their life adapted to being largely dwelling underwater and peaceful ways have given them via an affinity with their environment and one another minor telepathic abilities and regenerative capabilities, and their preference to avoid fighting has led to them developing a limited sort of color changing camouflage.

These telepathic abilities and enhanced awareness of their environment is believed to be similar to the grell's ability to sense electrical impulses in the environment, including the activity in a being's mind within a certain range. Lightning damage seeming to stall their regenerative abilities seemingly supports this theory as their body is dealing with a form of sensory overload.

Their amphibious lifestyle and preference to stay in the water has left them rather dependent on it and will slowly succumb to exhaustion if not fully submerged for at least an hour per day, making despite their helpful nature are sight as adventurers.

Axolofolk have a knack for healing and environmental based magics, making them skilled clerics and druids, though due to their fun-loving nature it is not uncommon for some instead to become bards. Due to the popularity of Eldath among the religious members of their kind, it is believed that when they broke off from the norms of lizardfolk society, she aided them in their adaptation to a more passive and water centric lifestyle.

Monster Tags: Misc CreaturehumanoidPsionic

Habitat: Underwater

Scarletsteam

Comments

Posts Quoted:
Reply
Clear All Quotes