Aura of Despair. Any creature within 60 feet of the cursed axolotl that can see it must succeed on a DC 14 Wisdom saving throw or become frightened of the axolotl until the end of its next turn. On a successful save, a creature is immune to the aura of despair for 24 hours.
Amphibious. The cursed axolotl can breathe air and water.
Mucus Glide. The cursed axolotl leaves a trail of thick mucus in its wake. The trail is 5 feet wide and lasts for 1 minute. A creature that enters the trail must make a DC 14 Dexterity saving throw or fall prone.
Multiattack. The cursed axolotl makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 6) slashing damage.
Curse of Decay (Recharge 5-6). The cursed axolotl touches one creature it can see. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 21 (6d6) necrotic damage and is cursed. While cursed, the target has disadvantage on saving throws against disease and poison. The curse lasts until the target finishes a long rest or the cursed axolotl dies.
The cursed axolotl can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The cursed axolotl regains spent legendary actions at the start of its turn.
Move. The cursed axolotl moves up to its speed.
Attack. The cursed axolotl makes one bite attack or claw attack.
Teleport. The cursed axolotl magically teleports up to 60 feet to an unoccupied space it can see.
Description
This once adorable axolotl has been twisted by a powerful curse, transforming it into a monstrous creature. Its skin is now a sickly green, and its gills are pulsating with an unnatural energy. Its eyes glow with a malevolent light, and its once playful smile has been replaced with a menacing snarl. The cursed axolotl exudes an aura of despair that chills those who come near it.
The cursed axolotl lairs in dark, damp places, such as swamps, caves, and abandoned mines. It preys on any creature that ventures into its territory, using its mucus glide to trap its victims and its powerful claws and teeth to tear them apart. The cursed axolotl is particularly dangerous to those who are already weak or injured, as its curse can quickly sap their strength and life force.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the cursed axolotl takes a lair action to cause one of the following effects; the cursed axolotl can't use the same effect two rounds in a row:
Mucus Fog. A thick fog fills a 30-foot-radius sphere centered on a point the cursed axolotl can see within 120 feet. The area becomes heavily obscured for 1 minute.
Swampy Ground. The ground in a 60-foot-radius circle centered on the cursed axolotl becomes difficult terrain for 1 minute.
Summon Shadows. The cursed axolotl summons 2d4 shadows to its side. The shadows appear in unoccupied spaces within 60 feet of the cursed axolotl and act immediately after it on the same turn. They disappear when the cursed axolotl dies or at the end of 1 minute.
Regional Effects
The region containing the cursed axolotl's lair is warped by the creature's presence, which creates one or more of the following effects:
The air within 1 mile of the cursed axolotl's lair is thick and humid.
Plants in the area grow sickly and twisted.
Animals in the area are often diseased or malformed.
If the cursed axolotl dies, these effects fade over the course of 1d10 days.
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