Ceacila Lije

Sailors and arctic hunters tell of eye-gleams on the ice that change color with mood. Stories warn that giving a ceacila a keepsake fools it into a lifelong bond, for the creature will return nightly to playlight the possession until it dims.

SmallFey(Fey)CR 2Chaotic Neutral

Ceacila Lije

feyarcticbioluminescenttelepathic
HP45AC15SPD30 ft., climb 20 ft., swim 30 ft.CR2 (450 XP)StealthPerceptionPersuasion
STR
8
DEX
16
CON
12
INT
12
WIS
14
save
CHA
16
save
Moodchroma. The ceacila's skin shifts color with its mood. Observers can learn basic emotional states with a Intelligence (Investigation) or Wisdom (Insight) check.
Light, Pheromone, and Telepathic Speech. The ceacila communicates complex social information to other ceacila within 60 feet telepathically while outward lights and pheromones convey signals to non-telepathic allies. The telepathic link can convey emotions, images, and short phrases but not detailed memories.
Innate Spellcasting. The ceacila can cast ray of frost and its Mind Stab psychic attack at will. Spellcasting ability is Charisma. Spell save , to hit with spell attacks.
Arctic Adaptation. The ceacila is adapted to freezing climates and has resistance to cold damage. It is immune to poisoned condition.
Tentacle Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage. If the target is a creature, the ceacila can attempt to grapple it as a free follow-up (escape ). A creature grappled by the ceacila is restrained by the tentacular limbs until it escapes or the ceacila releases it.
Ray of Frost (at will). Ranged Spell Attack: to hit, range 60 ft., one target. Hit: cold damage and the target's speed is reduced by 10 feet until the start of the ceacila's next turn.
Mind Stab (at will). Melee or ranged psychic strike. Melee Spell Attack: to hit, reach 5 ft., or Ranged Spell Attack: to hit, range 30 ft. Hit: psychic damage and the target has disadvantage on its next attack roll before the end of its next turn.
Glimmer Flare. When a creature the ceacila can see makes an attack roll against it, the ceacila can flare a sudden flash from its nodules. The attacker must succeed on a Wisdom saving throw or have disadvantage on that attack. Usable 3 times; regains all uses after a short rest.
Cantrips
Dancing LightsEvocation At will: Dancing Lights. The ceacila can create up to four torch-sized lights and combine or move them as the spell describes.
FriendsEnchantment At will: Friends. The ceacila can cast Friends on a creature as the spell, ending after the effect or when concentration is broken (no components required).
1st level
Color SprayIllusion 1/day: Color Spray. The ceacila can release a dazzling 15-foot cone of colored light affecting creatures by hit point order, potentially blinding them as the spell describes.
Charm PersonEnchantment 1/day: Charm Person. The ceacila can attempt to charm a humanoid it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 hour.
2nd level
Detect ThoughtsDivination 1/day: Detect Thoughts. The ceacila can focus to read surface thoughts of creatures within 30 feet. It can probe deeper as the spell allows (DC 13 Wisdom save to resist deeper probing).
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