Large Monstrosity, Neutral Evil
Armor Class 11
Hit Points 52 (8d10 + 8)
Speed 30 ft., Swim 60 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Senses Darkvision 60, Passive Perception 14
Languages Aquan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. The cepahloid can breathe air and water.

Camouflage. The cepahloid has advantage on Dexterity (Stealth) checks.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the cephaloid can't use its tentacles on another target.

Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

 

Reactions

Ink Spray. When hit by an attack, the cephaloid sprays a jet of ink from its beak at the attacker, imposing disadvantage on the attack.

Lair and Lair Actions

 

 

LegitInferno

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