Cephaloid

Cephaloids usually live in the waters around Eloria, you may find different types of Cephaloids depending on where you look, but they can be found along most of the northern coast. They have some islands that are considered their territory due to having a cave system that is partially underwater.

### Appearance

Cephaloids are humanoids that have many octopus like traits. They have a humanoid figure with tentacles which may act like extra legs or arms depending on the Cephaloid. The coloring of Cephaloids varies greatly with the type, but the majority are bluish or purplish.

### Environment

Cephaloids mostly live underwater in cave networks along the northern coast of Eloria. Most land dwellers have never seen what a Cephaloid city looks like, though they are full of bio-luminescent moss and fungus and have huge structures that magically glow.

## Cephaloid Traits

### Age

Cephaloids have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 50.

### Alignment

Cephaloids tend towards neutral alignments.

### Speed

Your kind possess sucker-lined tentacles that you use to amble along the ground or even up sheer surfaces, though your true mobility lies in the water, where your aquatic jets can propel you at great speeds. You can breathe both air and water. Your base walking speed is 25 feet, you also have a climb speed of 25 feet and a swim speed of 40 feet.

### Size

Your kind are generally around 5 feet tall but can stretch up to about 8 feet when necessary or compress to around 3 feet. Your size category is medium.

### Darkvision

You have superior vision in dark and dim conditions. 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

Your kind have muscular tentacles you can use to grip and crush your enemies. Your tentacles are natural weapons you can use to make unarmed strikes, if you hit with them you deal bludgeoning damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Your suckered tentacles make it difficult to escape your grasp, you have a +2 bonus to Strength (Athletics) checks made to grapple a creature or maintain a grapple.

### Languages

You can speak, read, and write Common and Cephaloid.

## Hapla

Hapla live in waters near the massive coral reefs off the easter coast of Eloria. They use natural formations in the coral as cave networks. They blend in well with the coal since they tend to have more pastel colorings with neon blue cirlces on them. Cretures in the area know to avoid those circles since Hapla are poisonous.

### Toxic Skin

Your kind have bright colorful slimy skin that is slicked with toxic chemicals. You are immune to your own toxic slime, which is both an injury and ingested poison type. If other creatures ingest your slime (perhaps from hitting you with a bite attack) or are injured by a weapon coated with it or from one of your unarmed strikes, they must make a Constitution saving throw with a DC of 8 + your Constitution modifier or take 2D4 poison damage, and half as much on a successful one. You may spend an action coating a weapon or up to 3 pieces of ammunition with your poison. It retains its potency for 1 minute before drying out. If you attempt to bottle your toxic slime, it retains its potency for 24 hours and you produce enough excess slime to fill a bottle a day. Once a creature successfully saves against this poison, they are immune to its effects for the next 24 hours.

## Briara

Briara live off the southern coasts of Eloria where the waters are warmer and larger crustaceans and bottom feeders in the area. Briara are experts at going unnoticed and use this to their advantage however, they have become used to being not noticed and so are not used to being attacked.

### Chameleonic

Your kind can change their skin color at will, granting you unparalleled stealth if you have something to blend in with. You are proficient with the Dexterity (Stealth) skill. You may perform the hide action while in direct line of sight if you are adjacent to a solid object or prone. When hidden, sight based checks to detect you are made at disadvantage.

### Unstable Bearings

Your kind are a tad unstable and can become confused when thwacked hard enough. Whenever you are struck with a critical hit you must make a concentration check (a Constitution saving throw with a DC equal to 10 or half the damage taken, whichever is higher). On a failed save you lose composure during your next turn and act as if confused (see confusion spell).

## Dofla

Dofla can be found in the oceans anywhere around Eloria but further from land than other types of Cephaloids and also live in deeper waters where they can find larger cave networks since they are slightly larger than other Cephaloids. Though they also tend to collapse the entrances to their cities as a defense measure.

### Amorphous

Your body is highly malleable, either through magic or some physiological quirk. You can move through a space as narrow as 1 inch wide without squeezing, though any objects you’re carrying or armor you’re wearing may not.

### Expanding Head

Your kind have expandable heads, allowing you to safely carry surprisingly large objects or even smaller creatures inside. Using a bonus action, you can store an item you are carrying or an adjacent willing creature with a size category at least 2 categories smaller than yours within your head. You can store creatures and objects up to a total weight that does not exceed 1/8 of your own weight in this way. You are considered carrying any creature or object you store in this way and those creatures and objects benefit from total cover. You can remove an item or creature from your head with a bonus action, or entirely disgorge the contents of your pouch onto the ground adjacent to you as an action. Creatures held in your head are unrestrained and can easily escape from your mouth if they so choose.