Regeneration. The axolotl regains 5 hit points at the start of its turn. If it has lost a limb, it will regrow the limb over the course of 10 days.
Camouflage. The axolotl can camouflage at its will. A successful DC 15 Wisdom (Perception) check is required to see it when camouflaged.
Amphibious. The axolotl can breathe both air and water.
Nip. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) [bludgeoning] damage.
Hide. If the axolotl is attacked, it will run away and camouflage. A successful DC 15 Wisdom (Perception) check is required to find it again.
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
Small and timid, will not attack unless it has to.
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.