Homebrew Ambystomar(WIP) Species Details
Created by the Simics, Axolotls are a type of Simic Hybrid that is made through magic and inherits magical abilities when it is eventually discovered or learnt. Diet changes to worms, small fish and insects. Wet areas such as rain forests and wetlands are ideal for them but may choose to live in the oceans or rivers. Needs a healthy supply of iodine from any source, food or injections. Axolotls were once a multi-faceted species of Salamander that roamed the historic plains of many continents with primitive technologies that were advanced for the time as they were the first species to have a form of thumb, underdeveloped compared to the current races. There were four prominent races of the Tiger Salamanders with different colourations. They lived many years but died out after the great Feast ( a war that took place among the Tiger Salamanders where many grew power hungry and wanted to find out what they could achieve with high levels of iodine). Few survived the war with tremendous abilities in the end but eventually went missing or died to new species. Axolotls lived for many years once discovering their regenerative abilities that only required energy and a brain. Simics now hold the power of three of the remaining Axolotls. A Biomancer, a Mutayionist and Forcemage (sharing with the Hull of Clade) own the remaining brains for their own reasons, respectively.
Camouflage: Ambystomar can change the pigment of their skin to their surroundings if they stand in one spot for a period equivalent to 1 turn . Moving will not cause them to change, they will stay the same pigment until the choose to turn back or camouflage to a new colouration.
Regen:Ambystomar have regeneration that will allow healing of 5HP(tbd) per short rest
Quick regen: Ambystomar can regenerate slowly with concentration during battle (healing 1 HP per turn) or the equivalent of their health lost divided by
Scaling: +char level
Eating regen: eating water dwelling creatures will give a temporary buff to the healing ability, +1 to HP generated per turn or +2 for every hour spent in a short rest.
Dealing with loss of body parts: As long as the head is in contact with an energy source, the body will regenerate. Full body regeneration takes a month, no buffs for full limb/body regen. The head may function as normal but a fatigue cost of 1/10 must be used per action. If the fatigue reaches 10, the Ambystomar must take a long rest.
Notes: clothes are important. Constant water is essential. Cannot use two-handed weapons(too weak). Increased strength when fully immerged in water.
Ambystomar(WIP) Traits
Camouflage, regeneration, needs Iodine to become amphibious and Snap.
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