Cecaelia (4e Race)

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"Doesn't mean that if you've never noticed us, we have been there. On the contrary, our people have been there all along, altough we did have to evolve to stay ahead." ~~ Half-octopus, half-human, 100% whale unsafe.

Racial Traits
Average Height: A cecaelia’s torso averages 2-3 ft, though their tentacles reach 8-10 feet in length. Your size is medium.
Average Weight: 190-280 lbs.
Ability Scores: +2 Dexterity, +2 Charisma or +2 Intelligence
Size: Medium
Speed: 3; swim 6 squares
Vision: Darkvision 60
Languages: Primordial (Aquan), choice of one other
Skill Bonuses: +2 stealth
Tentacles.: The lower-body of a cecaelia consists of a crown of 8 tentacles, the bottom surface of which are covered in a layer of soft, hydrostatic disks. This disks can be manipulated by the cecaelia to create a suction powerful enough to suspend the creature out of water, as well as grip opponents with frightening strength. Though prehensile enough to manipulate objects, the tentacles do not possess the manual dexterity or speed required to use weapons effectively.
You gain advantage on Athletics checks made to climb and to either initiate or end a grapple. You may take the Use an Object action as a minor action on your turn and may due so at a range of up to 2 squares.
Hydrostatic skeleton: The internal skeleton of your upper torso is made of a flexible cartilaginous tissue, stronger than that of surface-dwellers, but far more flexible than bone. Their lower body’s support structure is composed entirely of vessels that can be filled and emptied of fluid, allowing them to stretch, manipulate, expand, and contract their entire body.
You gain resistance to bludgeoning damage. In addition, you may squeeze through spaces up to two size categories smaller than you with no penalties. Weapons, armor, and other items must also fit through the space to use this ability. For the purposes of this ability, size categories smaller than Tiny (2 1/2 ft square) equal one-half the previous category. For example, a medium cecaelia may move through spaces as small as 2 1/2 ft square with no penalties and 1 ft square with normal penalties.
Camouflage: You may alter the color and texture of your skin, allowing you to blend into your surroundings. This ability grants you advantage on Stealth checks to hide. If you are wearing no clothing or armor and carrying no items, you may make a Stealth check to hide even when a creature could normally see you. Both of these abilities are lost if you move or take an action. You may use a Thievery check to conceal a small weapon or item on your person while hiding in plain sight at the discretion of your DM.
Aquatic: You are an aquatic creature. You can breathe underwater, and in aquatic combat you gain a +2 bonus to attack rolls against non-aquatic creatures. Finishing an extended rest while away from a large source of water requires an Endurance check as if you were dehydrating.
Water Jets: You gain the power Water Jets as a Encounter power.
Subraces: Here's four branchs of the cecaelias, choose one subrace.
Deep Cecaelia: These cecaelia have found their home in the Depths, the aquatic equivalent of the lightless Underdark. Deep cecaelia are significantly larger than their low-pressure kin and rarely come into the light zone.
Deep Cecaelia Traits (replaces Ability Score Bonuses and Darkvision):+2 to Constitution, +2 Strength or +2 Intelligence. Darkvision 120 feet. Light-sensitivity. Resistance to psychic damage. Advantage on saving throws vs enchantments (i.e.: Charm, Fear) and psychic damage.
Open Ocean Cecaelia: Nomadic cecaelia that travel the open oceans have adapt to the absence of surrounding terrain, and have developed abilitie that help them avoid the enormous predators that hunt and scavenge the featureless expanse.
Open Ocean Traveller: You gain Overland Swim 250.
Ink Cloud:You can use Ink Cloud as a daily power.
Mimic Cecaelia: Mimic cecaelia are a subrace by skill and culture, not genetics. These cecaelia use their shapeshifting abilities to hide in plain site, often living within aquatic and surface communities that perceive the race as inherently evil. A mimic’s reasons for living among other races could be as malicious as manipulation and power, or as benign as curiosity or even assistance.
Mimicry:You gain training in Stealth. In addition, you can use Mimicry as an daily power.
Tropical Cecaelia: Settlements of tropical cecaelia gather within coral atolls, whether natural or cultivated. They also have the largest group settlements, ranging from multi-family groups of twenty individuals or more, to large settlements of aquaculturists and hunters up to hundreds. They are the only cecaelia tribe (besides mimics) that commonly live above 50 meters or have semi-regular contact with surface cultures.
Settled:You are trained in any one skill or tool of your choice.

Water Jets Cecaelia Racial Power
The prey you've been stalking from a distance certainly doesn't expected you to swoop down so swiftly on them.
Minor Action Personnal
Requirement: You may only use this ability underwater.
Effect: You shift up to quadruple your speed in a straight line.

If trying to use this power outside of water, you may only shift up to your speed.

Ink Cloud Open Ocean Cecaelia Racial Power
You release a veil of inked darkness, creating concealment commonly used to escape predators.
Daily, (special)
Move Action Close burst 4
Requirement: You may only use this ability underwater.
Effect: The burst creates a cloud of ink that remains in place for the encounter, and you shift 1. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. The cloud does not move with you. Strong currents dissipate the cloud twice as fast (save ends).
You may use this power outside water, in which case it's a burst 1 that remains until the end of your next turn.

Mimicry Mimic Cecaelia Racial Power
You have learned to alter your color, body, and skin to imitate creatures other than yourself.
Daily, Polymorph
Minor Action Personnal
Target: You
Effect: You alter your physical form to take on the appearance of any creature of your size category for up to 1 hour. You retain your game statistics in your new form. Your clothing and other equipment are unchanged. To impersonate a specific individual, you must have seen that individual. You may use this ability to appear bipedal, quadrupedal, or piscinoid (including fish, merfolk, cartilaginous creatures such as rays, and marine mammals such as dolphins and seals), though your movement modes and speed do not change. Maintaining the benefits of this ability after the first hour requires an Endurance check. At the end of each additional hour that you maintain the ability, the check is repeated at an increasing DC (if those additional hours are spent outside water, those repeated Endurance check are made as if you were dehydrating. Any creature can discern that your form is a disguise by making an Insight check opposed by your Bluff check. You gain a +2 power bonus to your checks.

Level 11: Endurance and Bluff +4
Level 21: Endurance and Bluff +6

The history of the cecaelias as a race is all but unknown to scholars of the surface world. Though some surface dwellers believe they are a subrace of merfolk, this race of cephaloids, and indeed the merfolk, would take great offense at the comparison. Most merfolk scholars attribute the race’s origins to the Age of Aboleth, paralleling the race’s creation to that of the tieflings of the surface world. The subrace of Deep cecaelia embrace the comparison, while the more social and civilized cecaelia found in tropical regions claim no such association.

Play a Cecaelia if you want...

  • To be a member of a race dreaded in stories.
  • To be a little moreat home underwater then on land.
  • To be a member of a race that favors the ... classes.

Physical Qualities[edit]

Even though the cecaelias are mammals, they do not present hair, nor any kind of body hair.

Cecaelia reach maturity by the age of 10 and rarely live longer than a century.

Attitudes and Beliefs[edit]

The ceaelia’s self-reliance, preference for small social structures, and standoffish attitude, leads them to chaotic and neutral alignments, as well as a reputation for being evil. This reputation is born as much from social stigma as truth and cecaelia of good alignments are as common as others.

Playing a Cecaelia[edit]

Cecaelia are not nearly as wide-spread as the ubiquitous merfolk and rarely have direct contact with air-breathing cultures. Cecaelia live in small, nomadic family groups, living with their families until they reach maturity around age 10, at which time they may leave the family group and strike out on their own. Cecaelia settlements average a few dozen members, with any larger than a few hundred being extremely rare. Individual members are often found within the settlements of other sentient aquatic races, such as merfolk, sahaugin, and koa-toa.

Merfolk Characteristics:

Male Names:

Female Names:

Cecaelia Adventurers[edit]

zero sample merfolk adventurers are described below.

Concept of the race adapted form Rich Howard's 5th edition's Cecaelia (https://www.tribality.com/2015/01/14/from-the-depths-cecaelias/)

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