Medium Humanoid, Any Alignment
Armor Class 15 (Mage Armor)
Hit Points 31 (7d8)
Speed 30 ft., Swim 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
11 (+0)
INT
18 (+4)
WIS
17 (+3)
CHA
13 (+1)
Saving Throws INT +6, WIS +5
Skills Arcana +6, Deception +3, Insight +5, Investigation +6
Senses Passive Perception 13
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious. The cephalid can breathe air and water.

Slippery. The cephalid has advantage on ability checks made to escape a grapple.

Semi-Amorphous. The cephalid can move through a space as narrow as 1ft wide by using half their movement.

Spellcasting. The cephalid is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The cephalid has the following Wizard spells prepared:
Cantrips (at will): Encode Thoughts, Mind Sliver, Minor Illusion, Lightning Lure

1st level (4 slots): Detect Magic, Disguise Self, Mage Armor, Thunderwave

2nd level (3 slots): Detect Thoughts, Levitate, Mirror Image

3rd level (2 slots): Counterspell, Dispel Magic

Actions

Multiattack. The cephalid makes one Tentacles attack and casts a cantrip.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 2) bludgeoning damage. 

Description

Cephalids are magic users that gain their ability to use magic after years of study under the Obscura family, usually crafted to fit a specific roll.

Previous Versions

Name Date Modified Views Adds Version Actions
11/21/2025 5:47:49 PM
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2/8/2026 4:47:48 AM
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RickyBobby1347

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