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Monster

Gnome Ceremorph

Small Aberration · Any Alignment

Icewind Dale: Rime of the Frostmaiden Page 303
Armor Class 16
Hit Points 58 (13d6 + 13)
Speed Walk 25 ft.
CR 5
STR 6 -2
DEX 14 +2
CON 12 +1
INT 19 +4
WIS 17 +3
CHA 17 +3

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.
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