Large aberration, lawful evil
- Armor Class
- 15 (natural armor)
- Hit Points
- 104 (11d10 + 44)
- Speed
- 40 ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Int +7, Wis +5
- Skills
- Perception +8
- Damage Resistances
- psychic
- Condition Immunities
- charmed; frightened; stunned; unconscious
- Senses
- darkvision 120 ft., passive Perception 18
- Languages
- Deep Speech, Giant, telepathy 60 ft., Undercommon
Traits
The ceremorph has advantage on saving throws against spells and other magical effects.
Actions
The ceremorph makes one Slam attack and one Tentacles attack. The ceremorph can replace one of the attacks with a Mind Bolt attack, if available.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Large or smaller, it has the grappled condition (escape DC 14) and must succeed on a DC 15 Intelligence saving throw or have the stunned condition until this grapple ends.
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.
Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 17 (2d12 + 4) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or have the stunned condition until the end of its next turn.