Amphibious. The cepahloid can breathe air and water.
Camouflage. The cepahloid has advantage on Dexterity (Stealth) checks.
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.
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
Comments