Small aberration, any alignment
- Armor Class
- 16 (breastplate)
- Hit Points
- 58 (13d6 + 13)
- Speed
- 25 ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Cha +6, Int +7, Wis +6
- Skills
- Arcana +7, Insight +6, Stealth +5, Deception +6, Perception +6, Persuasion +6
- Senses
- darkvision 120 ft., passive Perception 16
- Languages
- Deep Speech, Gnomish, telepathy 120 ft., Undercommon
Traits
The ceremorph has advantage on saving throws against spells and other magical effects.
Actions
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.
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 Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 12 (3d6 + 2) radiant damage.
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.
Spellcasting
The ceremorph's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: