Gnome Ceremorph

Icewind Dale: Rime of the Frostmaiden p. 303

Tamaño
Pequeño
Tipo
aberration
Alineamiento
cualquier alineamiento
CA
16 (breastplate)
Puntos de golpe
58 (13d6+13)
Velocidad
walk 25 ft.
Salvaciones
Int +7, Wis +6, Cha +6
Habilidades
Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5
Sentidos
darkvision 120 ft.
Percepción pasiva
16
Idiomas
Deep Speech, Gnomish, telepathy 120 ft., Undercommon
Desafío
5
Linaje
Gnome
FUE
6
−2
DES
14
+2
CON
12
+1
INT
19
+4
SAB
17
+3
CAR
17
+3

Rasgos

Magic Resistance

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

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
  • 1/day each: dominate monster, plane shift (self only)

Acciones

Tentacles

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 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. 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.

recharge

D5

Conjuros

detect thoughts, levitate, dominate monster, plane shift

Otros datos

description

Mind flayers, which are described in the Monster Manual, 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, or simply 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 its knowledge of the Gnomish language while becoming able to speak Deep Speech and Undercommon. It retains fragmented memories of its previous life and previous alignment, not to mention a propensity for invention.

Laser Pistol: A gnome ceremorph often carries a home-built device that functions as a laser pistol (see "Firearms" in the Dungeon Master's Guide). This weapon is powered by an energy cell, which enables the weapon to fire 50 shots. After its last shot is expended, the device becomes inoperable. The energy cell can't be removed without destroying the weapon.