Cephalume

Source: Alien Archive 3

CR: 2 XP: 600

NG Medium aberration (plantlike)

Init.: +2 Senses: darkvision 60 ft. Perception: +12

Defense

HP: 25

EAC: 13 KAC: 15

Fort: +4 Ref: +4 Will: +3; +2 vs. mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning

Offense

Speed: 10 ft., swim 30 ft.

Melee: tactical dueling sword +10 (1d6+6 S)

Ranged: static arc pistol +7 (1d6+2 E; critical arc 2)

Offensive Abilities: beguiling glow (DC 11)

Statistics

Str: +4 Dex: +2 Con: +0 Wis: +1 Int: +1 Cha: +0

Skills: Athletics +7 (+15 to swim), Mysticism +7, Stealth +7 (+11 with bioluminescence suppressed)

Languages: Common, Lumos

Gear: second skin, static arc pistol with 2 batteries (20 charges each), tactical dueling sword

Ecology

Environment: any (Luminar)

Organization: solitary, pair, or shade (3–7)

Special Abilities

<p><b>Beguiling Glow (Ex)</b> As a standard action (as long as their bioluminescence isn’t suppressed), a cephalume can create flickering patterns in the light emanating from their skin. Each sighted creature within 20 feet must succeed at a DC 13 Will saving throw or be fascinated for as long as the cephalume continues this presentation (a standard action each round). Creature that understand Lumos are unaffected. This is a sense-dependent effect.<br/><br/><b>Bioluminescence (Ex)</b> A cephalume increases the light level by one step out to a radius of 20 feet. A cephalume can suppress or reactivate this light as a move action, and they receive a +4 racial bonus to Stealth checks when their light is suppressed. A cephalume also uses this light to communicate with others.<br/><br/><b>Depth Inured (Ex)</b> A cephalume is immune to the dangers of extreme depths.<br/><br/><b>Symbiote Adaption (Ex)</b> Cephalumes form symbiotic unions with krikiks, a living biological augmentation unique to their race. Most cephalumes have one of the following krikik symbiotes.<br/><br/><i>Airjet Krikik:</i> An air bladder in the krikik increases the cephalume’s land and swim speeds by 10 feet. Once per day as a swift action, the cephalume can double their movement speed for that round.<br/><br/><i>Electrostatic Krikik:</i> The krikik is covered in thin, electrically charged spines that allow the cephalume to cause any weapon they wield to deal half its damage as electricity damage, becoming lethal and non-archaic if it is not already. If the weapon already deals two damage types, this effect replaces one with electricity. In addition, this allows the cephalume to grant any weapon they wield the staggered critical hit effect. If the weapon has any other critical hit effects, the cephalume chooses only one to apply on a critical hit.<br/><br/><i>Sharprock Krikik:</i> The krikik’s hard crust grants the cephalume a +1 racial bonus to AC.<br/><br/><i>Siltsight Krikik:</i> The krikik has heat-sensitive eyes that allow the cephalume to double the range of their darkvision and to see through non-magical fog, mist, and clouds without penalty, ignoring any cover or concealment bonuses from those effects.<br/><br/><i>Tentacle Krikik:</i> The krikik has a prehensile tentacle that increases the cephalume’s natural reach by 5 feet.</p>

Description