Excal-heim
Legendary Resistance (4/Day). If the axolotl fails a saving throw, it can choose to succeed instead.
Amphibious. The axolotl can breathe air and water.
Regeneration. The axolotl regains 10 hit points at the start of its turn if it has at least 1 hit point. The axolotl is able to fully regenerate lost body parts over a period of 1 month.
Multiattack. The axolotl makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 16 2d10+5 piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 1d6+5 slashing damage. Tail. Melee Weapon Attack: +8 to hit, reach 15 ft, one target. Hit: 9 1d8+5 bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Pacifying Presence. Each creature of the axolotl's choice within 100 feet of it must succeed on a DC 17 Wisdom saving throw or become charmed for 1 minute. While charmed in this way, a target is also peaceful, refraining from all malicious actions. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the axolotl's Pacifying Presence for the next 6 hours. Water Jet (Recharge 3-4). The axolotl exhales a jet of water in a 60-foot-line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a fail, they take 31 9d6 bludgeoning damage and are pushed to the end of the 60-foot-line. A creature that collides with a solid object during this movement takes an additional 1d6 bludgeoning damage for every 5 feet traveled. On a success, they take half as much damage and aren't pushed.