Me.Mimic

Lockmaw Axolotl

A massive axolotl with a wide open maw running through muddy water.

Medium Beast, Unaligned

Armor Class 12

Hit Points 15 (2d8 + 6)

Speed 30 ft., swim 30 ft.

Initiative +0 (10)

STR DEX CON INT WIS CHA
15 (+2)
10 (+0)
14 (+2)
3 (-4)
10 (+0)
6 (-2)

Senses passive Perception 10

Languages

Challenge 1/4 (XP 50; PB +2)

A massive axolotl with a wide open maw running through muddy water.

Hold Breath. The axolotl can hold its breath for 30 minutes.

Lockmaw. Checks made to escape a grapple of the axolotl automatically fail. Creatures can’t escape a grapple except through magical means. This trait doesn’t function if the axolotl is incapacitated or dead.

Regeneration. The axolotl regains 5 hit points at the start of its turn if it has at least 1 hit point.

Water Breathing. The axolotl can only breathe underwater.

ACTIONS

Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled. Until this grapple ends, the axolotl can’t attack, and at the start of the target’s turn, the target loses 5 (2d4) hit points. Additionally, the target must succeed on a DC 13 Constitution saving throw or contract the lockmaw disease. 2d10 hours after contracting the disease, the jaw muscles of the diseased creature stiffen so that it can’t open or close its mouth, preventing it from speaking or forming verbal spell components.

Medium Beast, Unaligned

Armor Class 11

Hit Points 11 (2d8 + 2)

Speed 30 ft., swim 30 ft.

Initiative +0 (10)

STR DEX CON INT WIS CHA
13 (+1)
10 (+0)
13 (+1)
3 (-4)
10 (+0)
6 (-2)

Senses passive Perception 10

Languages

Challenge 1/8 (XP 25; PB +2)

A massive axolotl with a wide open maw running through muddy water.

Hold Breath. The axolotl can hold its breath for 30 minutes.

Lockmaw. Checks made to escape a grapple of the axolotl automatically fail. Creatures can’t escape a grapple except through magical means. This trait doesn’t function if the axolotl is incapacitated or dead.

Regeneration. The axolotl regains 5 hit points at the start of its turn if it has at least 1 hit point.

Water Breathing. The axolotl can only breathe underwater.

ACTIONS

Bite. Melee Weapon Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled. Until this grapple ends, the axolotl can’t attack, and at the start of the target’s turn, the target loses 3 (1d6) hit points. Additionally, the target must succeed on a DC 11 Constitution saving throw or contract the lockmaw disease. 2d10 hours after contracting the disease, the jaw muscles of the diseased creature stiffen so that it can’t open or close its mouth, preventing it from speaking or forming verbal spell components.

Medium Beast, Unaligned

Armor Class 13

Hit Points 19 (3d8 + 6)

Speed 30 ft., swim 30 ft.

Initiative +0 (10)

STR DEX CON INT WIS CHA
15 (+2)
10 (+0)
15 (+2)
3 (-4)
10 (+0)
6 (-2)

Saving Throws Str +4, Con +5

Senses passive Perception 10

Languages

Challenge 1/2 (XP 100; PB +2)

A massive axolotl with a wide open maw running through muddy water.

Hold Breath. The axolotl can hold its breath for 30 minutes.

Lockmaw. Checks made to escape a grapple of the axolotl automatically fail. Creatures can’t escape a grapple except through magical means. This trait doesn’t function if the axolotl is incapacitated or dead.

Regeneration. The axolotl regains 5 hit points at the start of its turn if it has at least 1 hit point.

Water Breathing. The axolotl can only breathe underwater.

ACTIONS

Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 9 (2d6 + 2) piercing damage, and the target is grappled. Until this grapple ends, the axolotl can’t attack, and at the start of the target’s turn, the target loses 7 (3d4) hit points. Additionally, the target must succeed on a DC 13 Constitution saving throw or contract the lockmaw disease. 2d10 hours after contracting the disease, the jaw muscles of the diseased creature stiffen so that it can’t open or close its mouth, preventing it from speaking or forming verbal spell components.

QUICK REFERENCE

📍 HABITAT

  • Swampy riverbanks and marshes
  • Underground lakes and flooded caverns
  • Murky jungle waterways

🎭 BEHAVIOR

  • Ambush predator (if possible) that lurks just beneath the water’s surface like a crocodile,
  • Grabs prey with its massive jaws and never lets go, just takes hits and trusts in regenerative capabilities to outlast the prey
  • Territorial but not intelligent; patient and not overly aggressive

🧠 INFORMATION (Intelligence Check)

  • DC 10 Nature: Recognized as a large variant of axolotl with a powerful bite
  • DC 12 Medicine: Known to spread lockmaw disease, which stiffens the victim’s jaw, making them unable to speak
  • DC 14 Animal Handling: Knows that its bite and therefore grapple can’t be unlocked until the axolotl is killed or incapacitated

⚔ COMBAT

  • Attacks with its Bite never releases its prey
  • If alone, tries to drag the grappled creature into mud or below water or at least tries to separate it from a group

💎 LOOT IDEAS

  • Lockmaw fangs (valuable for crafting cursed weapons or disease-related potions)
  • Axolotl skin with self-repairing properties (used in alchemy)
  • Potentially coins or other small valubales inside its stomach of previously consumed travelers