Tiny beast, unaligned

Armor Class 12
Hit Points 3 (2d4 – 2)
Speed 20 ft., swim 20 ft.

2 (-4) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 12 (+1)

Senses darkvision 30 ft., passive Perception 11
Challenge 0 (10 XP)

Special Traits

  • Amphibious. The cephalina can breathe air or water.
  • Familiar Suitability. At the GM’s discretion, the spell find familiar may summon a familiar that resembles a cephalina.


  • Tentacle. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
  • Ink. Underwater, the cephalina can squirt a tiny cloud of luminous pink ink. This ink cloud heavily obscures a 5-foot cube adjacent to the cephalia and sheds vibrant pink light like a torch for 1 round.
  • Spray Ink. The cephalina chooses one target within 5 feet it can see that is out of water and sprays ink at it. The target must make a DC 12 Dexterity saving throw. On a failed saving throw, the target glows with a soft, pink glow similar to torch light that imposes disadvantage on Dexterity (Stealth) checks until the end of the cephalina’s next turn.


Cephalina are tiny, nautilus-like creatures native to the shallow warm or temperate ocean waters. They are herbivores, feeding on algae and other water-born plant-like. Cephalina navigate in the dark by creation of luminous ink that they use to illuminate dark spaces. Typically, these tiny creatures dwell at near-surface levels and venture up onto the shore to scrape algae off of rocks as tides lower.

A cephalina measures about 1 foot across and weighs 6 lbs.

Farmed Ink. Cephalina are often raised in captivity by both aquatic races, and their ink is harvested to create phosphorescent dyes and pigments.

Section 15: Copyright Notice

Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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