Axolava
CR: 20
JJK: Boogie Woogie; Grade Special
HP: 175
AC: 17
Speed: 40ft
PB: +6
Damage Immune: Fire, Poison
Damage Resistances: Cold
Condition Immune: Paralyzed, Petrified, Poisoned
Senses: Darkvision/ Tremorsense 120ft
Passive: 11
Languages: Ignan
STR: 17(+3), DEX: 2(-4), CON: 13(+1), INT: 7(-2), WIS: 13(+1), CHA: 9(-1)
Passive Actions
Fire Aura: When its its turn, each creature in 5ft takes 2d6 fire damage. When hit by an melee attack, the attacker takes 2d6 fire damage
Illumination: Sheds a bright light in a 30ft radius and dim light in another 30ft radius
Regeneration: Regains 10hp at the start of its turn. If it takes cold or water damage, it can't regenerate. Also it dies when its at 0 hp and doesn't regenerate
Actions
Multiattack: One bite and one tail attack
Bite: +14 to hit; 5ft; 2d10+9 piercing damage and 6d8 fire damage
Tail: +14 to hit; 5ft; 2d8+9 bludgeoning damage and 6d6 fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 5ft away from him and knocked prone
Pyroclasm (Recharge 5–6). Gouts of molten lava erupt from the tlexolotl's body. Each creature in a 30-foot-radius sphere centered on the tlexolotl must make a DC 20 Dexterity saving throw. On a failed saving throw, a creature takes (10d6) fire damage and (10d6) bludgeoning damage. On a successful saving throw, a creature takes half as much damage.
Homunculus
STR: 4(-3), DEX: 15(+2), CON: 12(+1), INT: 10(+0), WIS: 10(+0), CHA: 7(-2)
Saving throws: DEX +2 + PB
Skills: Perception +0 + PBx2, Stealth +2 + PB
HP: 1+ your INT mod + Artificer lv
AC: 13
Speed: 20ft, fly 30ft
PB: equal to yours
Damage Immune: Poison
Condition Immune: Exhausted, Poisoned
Senses: Darkvision 60ft
Passive: 10 (PBx2)
Languages: Ones that you speak
Passive Actions
Evasion: If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated
Actions
Force Strike: Ranged Weapon Attack; your spell attack modifier to hit, range 30 ft; one target you can see; 1d4 + PB force damage
Reaction
Channel Magic: The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you
Elder Galeb
STR: 20(+5), DEX: 10(+0), CON: 27(+8), INT: 8(-1), WIS: 10(+0), CHA: 10(+0)
JJK: Straw Doll Technique: Special Grade
HP: 364
AC: 21
Speed: 30ft, burrow 30ft
PB: +8
Damage Immune: Poison
Damage Res: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immune: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses: Darkvision 60ft, Tremorsense 60ft
Passive: 10
Languages: Terran
Passive Actions
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack: 2 slams
Slam: +13 to hit, 10ft, 8d8+5 Magical bludgeoning damage
Axel
LV: 3
Bleach
HP: 58
AC: 13
Speed: 30ft, 5ft burrow
PB: +2
Damage Immune: Cold, Poison
Damage Resistances: Fire
Condition Immune: Paralyzed, Petrified, Poisoned
Senses: Darkvision 60ft
Passive: 13
Languages: ---
STR: 2(-4), DEX: 18(+4), CON: 15(+2), INT: 3(-4), WIS: 12(+1), CHA: 6(-2)
Passive Actions
Ice Aura: When its its turn, each creature in 5ft takes 1d6 cold damage. When hit by an melee attack, the attacker takes 1d6 cold damage
Illumination: Sheds a blue light in a 30ft radius and dim light in another 30ft radius
Regeneration: Regains 10hp at the start of its turn. If it takes heat or fire damage, it can't regenerate. Also it dies when its at 0 hp and doesn't regenerate
Actions
Multiattack: One bite and one claw attack
Bite: +2 to hit; 5ft; 1d8+2 piercing damage and 2d4 cold damage
Claw: +2 to hit; 5ft; 1d6+2 slashing damage and 1d6 cold damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 CON saving throw or lose 5ft of movement
Refrigesco (Recharge 5–6), higher LV needed
HP: 388
AC: 22
Speed: 60ft, 30ft burrow
PB: +8
Damage Immune: Cold, Poison, Acid
Damage Resistances: Fire
Condition Immune: Paralyzed, Petrified, Poisoned
Senses: Darkvision/ Tremorsense 120ft
Passive: 21
Languages: ---
STR: 26(+8), DEX: 17(+3), CON: 26(+8), INT: 13(+1), WIS: 16(+3), CHA: 12(+1)
+16 STR/CON saving throw
Passive Actions
Amphibious: The serpent can breathe air and water
Siege Monster: The serpent deals double damage to objects and structures
Regeneration: Regains 20hp at the start of its turn. If it takes radiant damage, it can't regenerate. Also it dies when its at 0 hp and doesn't regenerate
Actions
Multiattack. The sea serpent makes one Bite attack and one Constrict or Tail attack.
Bite: +16 to hit, reach 15 ft., one target. Hit: 47 (6d12 + 8) piercing damage plus 13 (2d12) cold damage.
Constrict: +16 to hit, reach 20 ft., one creature. Hit: 74 (12d10 + 8) bludgeoning damage, and the target is grappled (escape DC 23). Until this grapple ends, the target is restrained, and the sea serpent can't constrict another target.
Tail: +16 to hit, reach 20 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pushed up to 30 feet away from the sea serpent and knocked prone.
Acid Breath (Recharge 5–6). The sea serpent exhales a 60-foot cone of cold. Each creature in that area must make a DC 21 Constitution saving throw, taking 20d10 acid damage on a failed save, or half as much damage on a successful one.