Regeneration. The axolotl regains 1d4 hit points at the start of its turn if it has at least 1 hit point. If the axolotl has lost any part of its body but is not killed, including a portion of its brain, it can regrow it during a long rest.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Description
Axolotls, or “walking fish,” are amphibious creatures native to certain remote mountain lakes. Their strange appearance and energetic disposition has made them popular with collectors far from their native habitats, especially wizards who seek them out as curiosities, companions, and experimental subjects. Some clans of lake-dwelling merfolk breed them as pets, and find they are valuable for trade with land-dwellers.
Childlike. It is no accident that axolotls appear cute, or seem to exhibit a youthful energy and curiosity. Though axolotls are amphibians, they never “grow up” and become land-dwelling creatures. Instead, they live their whole lives in a phase that is considered juvenile for other amphibians, and never develop lungs to breathe air. The distinctive frilled organs around an axolotl’s head are part of its gills, allowing it to take in more oxygen from the water around it.
Regeneration. Axolotls have an astonishing ability to regrow or reattach lost limbs and even damaged organs. This effect is not as rapid as in trolls, but sages who study regeneration find axolotls much easier to work with.
Magical Mutation. Most axolotls are brown or pale, but those born near strong magical auras can exhibit a wide range of colors. Mutated axolotls may also grow as large as three feet in length, though they do not typically grow more than one foot long. Some wizards breed axolotls and compete to see who can produce the most striking and outlandish patterns. A plaid or paisley axolotl can fetch a king’s ransom in certain circles.
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