Tiny Swarm of Large elementals, Chaotic Good
Armor Class 12
Hit Points 10 (1d12)
Speed
STR
9 (-1)
DEX
15 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws DEX +4, WIS +4, CHA +3
Damage Resistances Cold, Poison, Psychic, Radiant
Condition Immunities Charmed, Invisible
Senses Passive Perception 12
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Limited Telepathy: Using telepathy, the fairy can magically communicate with any other axolotl fairy within 60 feet of it.

Language of Emotion: Axolotl can’t speak with other creatures, but when bonded they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection as well as what it sees and hears over short distances.

Magic Resistance: the axolotl fairy has advantage on saving throws against spells and other magical effects.

Familiar: The axolotl fairy can serve another creature as a familiar, forming a magic, Telepathic Bond with that willing companion. While the two are bonded, the companion can sense what the axolotl fairy senses as long as they are within 6 miles of each other. While the axolotl fairy is within 10 feet of its companion, the companion shares the axolotl fairy's Magic Resistance trait. At any time and for any reason, the axolotl fairy can end its service as a familiar, ending the Telepathic Bond.

Superior Invisibility: As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Amphibious: The Fey Axolotl can breathe underwater and air.

Curious and Loving: Fey Axolotl have great interest in other creatures, and they attempt whenever possible to greet play with it

Innate Spellcasting. The Axlotterfae's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

1/day: dancing lights , mage hand , minor illusion, colour spray, and suggestion

Actions

 

Euphoria Bubbles. The fairy exhales bubbles of euphoria at one creature within 5 feet of it. The target must succeed in a DC 13 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all its movement in a random direction.

5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Detect Invisibility. Within 30 feet of the Fey Axolotl, magical invisibility fails to conceal anything from the Fey Axolotl sight.

Poison Sense. Axlotterfae can detect whether a substance is poisonous by taste, touch, or smell.

Bite. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Tail. Melee Attack: +1 to hit, reach 5 ft., 1 target. Hit: 8 (1d10 + 2) bludgeoning damage. 

Multiattack. The Axlotterfae makes three attacks: one with its bite and two with its tail.

Water Spurt. Ranged Attack: +2 to hit, range 10 ft., 1 target. Hit: 4 (1d4 + 2) force damage.

Bonus Actions

Hide. Axlotterfae makes a DC 12 Stealth (Dexterity) saving throw, on a success Axlotterfae hides

Sneak. Axlotterfae makes a DC 14 Stealth (Dexterity) saving throw, on a success Axlotterfae sneaks past target creatures without triggering attacks of opportunity. 

Dash. Axlotterfae's movement speed is twice as far. 

Reactions

Reaction Name. Enter the description for your action.

Flee. Axlotterfae runs away. If cover is available Axlotterfae hides.

Dodge. Axlotterfae makes a  DC 15 Dexterity saving throw, on a success Axlotterfae dodges attack.

Legendary Actions

Aura of Cuteness (Costs 1 Action). Creatures within 5ft of Axlotterfae have disadvantage on their next attack if the fail a DC 16 Wisdom saving throw.

Mythic Actions

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

Axlotterfae are small and curious creatures. They love to cause chaos by playing pranks on passing adventures and are quite playful.

This tiny creature somewhat resembles an axalottle with a tadpole like tail, long antennae and an armoured back. Their skin is often brightly coloured and covered in spots which glow a little brighter than the rest of them.

Each antennae of the axlotterfae has a glowing bulb. While the purpose of these antennae is not yet known, it is presumed that they are to assist in the telepathic communication of these creatures.

The axlotterfae have large glowing eyes to assist them seeing both in the deep waters and in the night. Due to their diet of insects and plant matter, it is believed that the glow of their skin acts both as a light to see by and a way to attract their prey.

Their brightly coloured skin serves as both a way to attract mates and a warning for potential predators of the poisonous bioluminescence that causes their skin to glow.

Axlotterfae are amphibious and live both in and around water, though if they aren't kept in a moist or cool environment they can become terribly ill. This creature is also able to fly through the air as if swimming through water for short periods of time.

These bright creatures are friendly and good natured, but scatter and hide when frightened and dislike sudden violence.

They love blowing magic colourful bubbles half the size of themselves to play with and roll around in through the air. They also like to pop these bubbles near unsuspecting adventurers while hiding, confusing them with the location of the sound and what it is coming from. Another trick they like to play in the adventurers is to hide and squirt jets of water at them, leaving the adventurers wondering why they're suddenly wet.

Axlotterfae live to be in their 30s and mature around the age of 12, if you can call these playful creatures mature at any stage of their lives.

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.

Monster Tags: feyElemental

Habitat: CoastalForestSwampUnderwater

ElberethFawnbow

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