DUMB DECISION TTRPG · Library

Gnome Ceremorph

Small aberration, Any alignment

Armor Class 16 ({@item breastplate|PHB})

Hit Points 58 (13d6 + 13)

Speed 25 ft.

STR 6 (-2)
DEX 14 (+2)
CON 12 (+1)
INT 19 (+4)
WIS 17 (+3)
CHA 17 (+3)

Saving Throws INT +7, WIS +6, CHA +6

Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5

Senses darkvision 120 ft., passive Perception 16

Languages Deep Speech, Gnomish, telepathy 120 ft., Undercommon

Challenge 5

Magic Resistance. The ceremorph has advantage on saving throws against spells and other magical effects.

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 9) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the ceremorph. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain.

Laser Pistol. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 12 (3d6 + 2) radiant damage.

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 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be 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.

Source

IDRotF, p. 303