Armor Class
16
Gnome Ceremorph
Small Aberration · Any Alignment
Hit Points
58 (13d6 + 13)
Speed
Walk 25 ft.
CR
5
Traits
Magic Resistance
The ceremorph has advantage on saving throws against spells and other magical effects.
Actions
Tentacles
Melee Weapon Attack +7 to hit, reach 5 ft., one creature. 15 () Psychic damage. If the target is Medium or smaller, it is (escape DC 9) and must succeed on a DC 15 Intelligence saving throw or be until this grapple ends.
Extract Brain
Melee Weapon Attack +7 to hit, reach 5 ft., one humanoid by the ceremorph. 55 () 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. 12 () Radiant damage.
Mind Blast Recharge 5
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 () Psychic damage and be 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.