Homebrew Axolothelf Species Details

Sequestered in deep caverns and lakes, the Axolothelf, sometimes called Amphibelfs, evoke fear and wonder. 

They are warriors, hunters, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.

Scale and gills.

From above Axolothelfs look much like large fish. Only when they arise to hunt on or walk across the ground does their humanoid appearance reveal itself. Standing upright, Axolothelfs might reach 5 feet tall, and have large furry antennae on their heads that make them able to breath underwater.

Small soft scales cover their bodies. Their sheen typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or white. Females have more subdued colors, usually black or gray. Their heads complete the amphibian appearance, being something like a salamander or fish with distinct tribal variations.

Lake Wardens

Nowhere are the Axolothelf more comfortable than in the lakes and caverns. They can spend hours in the water, and some go as long as days, locking their gills in place and letting the currents give them air. In battle, they prove dynamic and acrobatic swimmer, moving with remarkable speed and grace, diving to lash opponents with weapons or teeth before turning and swimming away.

Once waterborne, an Axolothelf leaves the waters with reluctance. In their caves, they can swim for days or months, stopping only to lay their eggs and feed their young before launching themselves back into movement. Those that make it out of their underground caverns find the outside world a strange place. They sometimes forget or ignore deep waters, and they have nothing but pity for those earthbound people forced to live and toil on the ground.

Amphibian Mannerisms

The resemblance of Axolothelfs to amphibians isn’t limited to physical features. Axolothelfs display many of the same mannerisms as ordinary critters. They are fastidious about their hygene, frequently tending their scales, cleaning and scratching away any tiny passengers they might have picked up. When they deign to ascend from the depths, they often do so near swamps and forests where they can hunt and and pick fruits unobtainable underwater.

Many Axolothelfs punctuate their speech with croaks, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An Axolothelf might become frustrated with people who fail to pick up on the nuances; an Axolothelfs threat might be taken as a jest and vice versa.

The idea of ownership baffles most Axolothelfs. After all, who owns the water? Even when explained to them, they initially find the notion of ownership mystifying. As a result, Axolothelfs who have little interaction with other people might be a nuisance as they rise from lakes to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes.

They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An Axolothelf who spends years among other races can learn to inhibit these impulses.

Confinement terrifies the Axolothelfs. To be grounded, trapped, or imprisoned by the cold, unyielding air is a torment few Axolothelfs can withstand. Even when relaxed in their caves or surrounded by enemies facing certain death, they appear relaxed, almost dumbed out with eyes laying lazily and bodies soft and limp.

Homelands

Most Axolothelfs live in the material plane. Axolothelfs can be drawn into the elemental plane of water, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send a school of Axolothelfs tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in vast oceans or small lakes.

Once tribes of Axolothelfs settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.

A typical colony consists of one large, cave system branching off the vast lush watercaverns connecting every lake and ocean. The eldest acts as leader with the support of a shaman. 

 

Great Purpose

Axolothelfs enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time above their waters. For this reason, it takes an exceptional circumstance for an Axolothelf to leave their tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the Axolothelfs adventurer’s chosen path.

Two other circumstances might call an Axolothelf to adventure. First, Axolothelfs have historical ties to the water godess Blibdoolpoolp. Exceptional individuals honor that connection and might seek out the glory of being her champion.

Second, Axolothelfs are sworn foes of elemental air, in particular the Aarakocra that serve the wind dukes. The Axolothelf word for Aarakocra is loosely translated as “flying ****,” and battles between Axolothelfs and Aarakocra have raged across the Elemental Planes of water and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts.

Axolothelf Backgrounds

The small colonies of Axolothelfs are insular and remote, and few Axolothelfs live away from their schools. In the Star Mounts of the High Forest in the Forgotten Realms, no more than a few dozen Axolothelfs live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.

Axolothelf Traits

As an Axolothelf, you have certain traits in common with your people. Being able to swim at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an Axolothelf requires special consideration by your DM.

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Darkvision

You can see in dim light for 80 feet

Age

Axolothelfs reach maturity by age 3. Compared to humans, Axolothelfs don’t usually live longer than 60 years.

Alignment

Most Axolothelfs are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size

Axolothelfs are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet.

Languages

You can speak, read, and write Common, Elvish, and Auran.

Swimming speed

Your swimming speed is 50

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