Homebrew Cephalid Species Details
Cephalids are similar to most humanoids from the waist-up, but anything past that puts them closer to creatures of the depths. Instead of legs, Cephalids have eight tentacles that allow them to excel in water and get by on the land. The coloration of a Cephalid's skin and tentacles varies wildly, and some Cephalids have adapted the ability to manipulate the coloration of their skin and tentacles to be experts at camouflage.
Cephalid Traits
uhh i don't remember what goes hereAbility Score Increase
Your Dexterity Score increases by 2, and your Charisma increases by 1.
Age
Cephalids mature at a similar age to other humanoids, reaching adulthood at around 20. They live longer than humans, with the oldest known Cephalids dying at around 200.
Alignment
Cephalids will participate in land-dwelling society, although they do not necessarily like the excessive laws that exist there. Cephalids that spend a lot of time on land tend towards neutral or chaotic alignments. Those fresh from the waters are lawful, still upholding a code of conduct alien to those above.
Size
Cephalids are able to support themselves on their tentacles on land and can support themselves upright. They stand anywhere from 5 to 6 feet tall. Your size is Medium. Their tentacles, when spread out, have a diameter of anywhere from 10-15 feet.
Speed
Cephalids are capable swimmers, but much less adept at walking on land. You have a swimming speed of 40 feet and a walking speed of 20 feet.
Ocean-born
Cephalids can breathe both air and water. Being from the ocean, they are well-adapted to the cold and intense levels of pressure found at the seafloor.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Tentacles
Cephalid tentacles are very versatile, however, they are not dextrous enough to wield weapons, magic items, or other equipment. The two frontmost ones can be used as natural weapons, which you can use to make unarmed strikes. As an action, you can use one of them to try to grapple a creature. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike and is grappled. Unarmed attacks in this manner have a reach of five feet greater than normal.
Languages
You can speak, read, and write Common and Aquan. Aquan is a dialect of primordial used by sea-dwelling creatures and water elementals.
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