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.
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)