| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 12 | +1 | +1 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Amphibious. The Axe-olotl can breathe air and water.
Axe Head. The axe on the Axe-olotl's head is a natural weapon. When the Axe-olotl makes a melee attack with its axe, it deals slashing damage instead of bludgeoning damage.
Regeneration. The Axe-olotyl regains 3 hit points at the start of its turn if it has at least 1 hit point. If it takes fire damage, this trait doesn’t function until the start of its next turn.
Axe Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be grappled (escape DC 12). Until this grapple ends, the target is restrained, and the Axe-olotl can’t bite another target.
Axe Parry. When a creature the Axe-olotl can see hits it with a melee attack, the Axe-olotl can use its reaction to add 2 to its AC against that attack, potentially causing the attack to miss.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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
The Axe-olotl is a strange and unsettling creature that looks like a small, smiling axolotl with a sharp, oversized axe fused to its head. Though it appears harmless, it is a cunning predator that uses its axe to defend itself and its territory. Found in shallow swamps and rivers, it is both adorable and dangerous.
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.
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Posted Mar 9, 2025I apologize for the unused sections for mythic and lair info, I dont' know why they are on here if I didn't input any information or check the boxes.