Gnome Ceremorph

Small aberration, Any alignment

Armor Class

16 (breastplate)

Hit Points

58 (13d6+13)

Speed

walk 25 ft.

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

Challenge

5

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)

Actions

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.