Small aberration, Any alignment
| Armor Class | 16 (breastplate) |
|---|---|
| Hit Points | 58 (13d6 + 13) |
| Speed | 25 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 14 (+2) | 12 (+1) | 19 (+4) | 17 (+3) | 17 (+3) |
| Saving Throws | Cha +6, Int +7, Wis +6 |
|---|---|
| Skills | Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 16 |
| Languages | Deep Speech, Gnomish, telepathy 120 ft., Undercommon |
| Challenge | 5 |
The ceremorph has advantage on saving throws against spells and other magical effects.
Melee Attack Roll: +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 Attack Roll: +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 Attack Roll: +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.
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 each/day: dominate monster, plane shift (self only)