Small aberration, any alignment
- Armor Class 10 (can use armor)
- Hit Points 36 (8d6 + 8)
- Speed 25 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-2) | 10 (+0) | 12 (+1) | 12 (+1) | 13 (+1) | 10 (+0) |
- Saving Throws Int +3, Wis +3, Cha +2
- Skills Arcana +3, Deception +2, Perception +3, Stealth +2
- Senses darkvision 120 ft., passive Perception 11
- Languages Deep Speech, Gnomish, telepathy 120 ft., Undercommon
- Challenge 2 (450 XP)
Innate Spellcasting (Psionics). The ceremorph’s innate spellcasting ability is Intelligence (spell save {@dc 11}). It can innately cast the following spells, requiring no components:
At will: {@spell detect thoughts}, {@spell levitate}
1/day each: {@spell charm monster}
Magic Resistance. The ceremorph has advantage on saving throws against spells and other magical effects.
Actions
Tentacles. {@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d8 + 1}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 7}) and must succeed on a {@dc 11} Intelligence saving throw or be {@condition stunned} until this grapple ends.
Extract Brain. {@atk mw} {@hit 3} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the ceremorph. {@h}45 ({@damage 10d8}) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 11} Intelligence saving throw or take 14 ({@damage 4d6}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.