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
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
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2/8/2026 4:47:48 AM
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