Gnome Ceremorph | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Gnome Ceremorph

Mind flayers, which are described in the Monster Manuel, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence.   For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, orsimply a facet of how their minds work. When the process is warped only slightly, the mind flayer remains gnome-sized and is called a gnome ceremorph. It retains fragmented memories of its previous life and previous alignment.
ability score increase: Your Intelligence score increases by 2.
age: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
alignment: Any alignment
Size: Small
speed: 25 ft
Languages: Common, Gnomish, Telepathy 120 ft.
race features:
Innate Spellcasting (Psionics).
The ceremorph’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:   At will: detect thoughts, levitate   Magic Resistance.
The ceremorph has advantage on saving throws against spells and other magical effects.   Tentacles.
Advantage on Grapple checks while using Extract Brain.  

Actions

  Extract Brain.
Once per day, you can attempt to extract a incapacitated creature's brain who you are grappling. Roll a 3d6. If the number you rolled is equal to or higher than the number of hit points that the target has, you extract it's brain and the target immediately dies.   This attack's damage increases by 1d6 when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6).   Psionic Pistol. Ranged Weapon Attack: range 40/120 ft., one target. Hit: 12 (3d6 + 2) radiant damage.   Mind Blast (once a day).
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 (1d6) 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.   This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)

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Jacklerabbit.

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