Cecaelia
Cecaelia are much like merfolk but appear to have the bottom half of their body resembling an octopus rather than a fish.
CREATURE TRAITS (13 XP)
- Types Size 5 Sapient Blobular Organism (Aquatic, Cecaelia, Humanoid)
- Reach 5 feet
- Speed Land 20 feet, Swim 40 feet
ATTRIBUTES (2 XP)
- +2 Dexterity, +2 Charisma
LANGUAGES (0 XP)
- Starting Languages: Common, Hydros.
- Bonus Languages: Any common languages.
INNATE ABILITIES (11 XP)
- Amphibious (1 XP): Cecaelia can breath both in air and underwater.
- Darkvision (3 XP): Cecaelia ignore penalties attack rolls and Perception checks resulting from dim lighting and darkness. They cannot see color in darkness, only shades of grey.
- Slippery (4 XP): Cecaelia have a +2 innate bonus to defenses and saving throws against any effect that attempts to grapple or bind them or otherwise impose the slowed condition on them. They also apply this bonus to any attempts they make to escape or resist such effects or squeeze through tight spaces.
- Swimming Stride (4 XP): Cecaelia have only a 20-foot land speed (-2 XP) but a 40-foot swim speed (6 XP) and +4 innate bonus to Athletics rolls made to swim.
- Tentacles (4 XP): Cecaelia have a +4 innate bonus to Athletics rolls made to climb and attack rolls made to Grapple.
- Water Resilience (2 XP): Cecaelia have resistance to water effects, granting them a +2 innate bonus to defenses and saving throws against such effects.
VARIANTS
Grindylow (14 XP): Grindylow are small-sized cecaelia with grotesque features. They gain the normal adjustments for being small and also gain the Goblinoid subtype and a bite attack dealing 1d4 piercing.
ADDITIONAL ABILITIES
Cecaelia begin with their innate traits and can gain additional traits from the following list as feats.
DEXTEROUS TENTACLES (3 XP)
Prerequisites: Tentacle Sense
Benefits: Your tentacle sense range increases to 30 feet. You can attempt Sleight of Hand checks with your tentacles at a �“4 penalty.
FISH LEGS (2 XP)
Prerequisites: Swim speed
Benefits: You gain Fish Legs as a tier 1 innate magical power. You must have both a land speed and swim speed for this power to function. Your land and swim speeds become 30 feet or remain their current speeds, whichever is higher. You gain the Amphibious trait for the duration. If you already have Amphibious, you instead suppress aquatic vulnerabilities (such as Drying) for the duration.
GARRULOUS (3 XP)
Prerequisites: —
Benefits: You gain a +2 innate bonus on Diplomacy and Linguistics checks. Each time you gain a rank in Linguistics, you learn two additional languages.
INK CLOUD (3 XP)
Prerequisites: Swim speed
Benefits: Once per hour as a standard action while underwater, you emit a 10-foot-radius cloud of ink that provides total concealment. The cloud lasts for 1 minute.
JET (1 XP)
Prerequisites: Swim speed
Benefits: You can spend 1 mp per level to swim in a straight line at 10 times your swim speed for 1 round.
NATURAL ARMOR (2 XP)
Prerequisites: —
Benefits: You gain a +1 natural armor bonus.
PRIMORDIAL STRENGTH (4 XP)
Prerequisites: —
Benefits: You treat atmospheric and aquatic pressure hazards as one tier less severe, to a minimum of none.
STABLE TENTACLES (4 XP)
Prerequisites: Tentacle Attacks
Benefits: You are immune to trip combat maneuvers.
TANGLING TENTACLES (4 XP)
Prerequisites: Tentacle Attacks
Benefits: As a swift action, you can attempt a single trip combat maneuver against an adjacent creature with a +4 innate bonus on the attack roll. If the attempt fails, the target cannot attempt to trip you in retaliation.
TENTACLE ATTACKS (3 XP)
Prerequisites: —
Benefits: You gain two primary tentacle natural attacks that deal 1d4 points of damage and have 10-foot reach. This reach applies only to these tentacle attacks.
TENTACLE SENSE (2 XP)
Prerequisites: Swim speed
Benefits: While swimming and not grappling or grappled, you can spread your tentacles as a swift action to gain blindsight within your reach +5 feet. This lasts while you concentrate and ends if you move or attack with a tentacle.
TRIPPING TENTACLES (2 XP)
Prerequisites: Tentacle Attacks
Benefits: You gain a +4 innate bonus on combat maneuver checks to trip.