DND Monsters: Gnome Ceremorph
From: Icewind Dale: Rime of the Frostmaiden
Small Aberration, Any Alignment
Str 6 -2 Dex 14 +2 Con 12 +1 Int 19 +4 Wis 17 +3 Cha 17 +3
Saves Int +7 Wis +6 Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5
Senses Darkvision 120 ft.
Languages Deep Speech, Gnomish, telepathy 120 ft., Undercommon
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:
spell descriptions can be found in my tags
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Magic Resistance. The ceremorph has advantage on saving throws against spells and other magical effects.
Tentacles. 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.
Extract Brain. 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.
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.