Tiny Monstrosity, Chaotic Neutral
Armor Class 12 natural
Hit Points 14 (3d4 + 8)
Speed 20 ft., Swim 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws DEX +5, CON +5
Skills Athletics +3, Intimidation +4, Perception +2
Damage Vulnerabilities Lightning
Damage Resistances Cold, Poison
Condition Immunities Poisoned
Senses Blindsight 30, Passive Perception 12
Languages Understands Abyssal and Primordial but can't speak them
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Blood Frenzy. The cephaloselachi has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The cephaloselachi can breathe air and water, but it needs to be submerged at least once a day to avoid suffocating.

Underwater Camouflage. The cephaloselachi has advantage on Dexterity (Stealth) checks made while underwater.

Magic Resistance. The cephaloselachi has advantage on saving throws against spells and other magical effects.

Actions

Neurotoxic Bite. Melee Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the cephaloselachi can't use its tentacles on another target. 

Reactions

Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the cephaloselachi if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the cephaloselachi can immediately use the Dash action.

Description

Cephaloselachi = Sharktopus

Habitat: CoastalSwampUnderwaterUrban

MrNerdy

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