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This creature is published according to the Open Gaming License. Click HERE to see a copy of the license for this template (Section 15 includes authors copyright). All content is Open Gaming Content except where expressly marked as Product Identity by the author.

Ceremorphe

Ceremorphosis is the eerie transformation process wherein an illithid tadpole becomes an adult. Cere


Creating A Ceremorphe

“Ceremorph” is a template that can be added to any Humanoid, Monstrous Humanoid, Aberration, Githyanki, Githzerai, Animal, or Magical Beast (referred to hereafter as the “base creature”). The creatures type changes to “Aberration”. It uses all of the base creatures statistics and special abilities except as noted here.

Hit Dice: Same as base creature

Speed: Same as base creature

AC: The base creature’s AC increases by +3

Attacks: A ceremorph retains all of the attacks of the base creature, and also gains four tentacle attacks. If the base creature possesses a bite attack, it is replaced with the ceremorph’s tentacles.

Damage: Any base attacks retained by the ceremorph remain the same. The ceremorphs tentacles cause normal damage as determined by its size.

Special Attacks: A ceremorph retain all of the special attacks of the base creature. If the base creature possesses Spell-Like, Supernatural, or Exceptional abilities, these either replace, or are replaced by one of the following abilities:
Mind Blast: This attack is a cone 60 feet long. Anyone caught in this cone must succeed in a Will save (DC 10+ ½ ceremorph’s HD+ its Wisdom modifier) or be stunned for 3d4 rounds.
Psionics: At will- astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by a sorceror of equal level to the ceremorphs Hit Dice.
Improved Grab: To use this ability, the ceremorph must hit a creature that is either equal in size, or one size either bigger or smaller, with a tentacle attack. If it gets a hold, it attaches the tentacle to the opponents head.
After a successful grab, the ceremorph can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the ceremorph gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponents turn.
Extract: A ceremorph that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts its opponents brain, instantly killing the creature.

Special Qualities: Telepathy: Ceremorph’s can communicate telepathically with any creature within 100 feet that has a language. Spell Resistance: A ceremorph possesses a natural spell resistance of 25.

Saves: These must be calculated anew, as an Aberration of equal hit dice to the base creature. An Aberratio

Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +8, Wis +6, Cha +6

Skills: Ceremorphosis completely destroys the base creatures individual skills. The skill points of the ceremorph are 2+Intelligence modifier x 4, at one hit die, and 2 + Int modifier for every additional die.
The skills available to a ceremorph are: Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.

Feats: Ceremorphs gain Alertness as a free feat, and gain one Feat at one hit die, and one for every four hit die of the base creature, and additional level.


Climate: Any underground.

Orgranisation: Solitary, pair, inquisition (3-5), Cult (3-5 plus 6-10 thralls)

CR: As base creature +8.

Treasure: Double standard

Alignment: Usually lawful evil.

Advancement: By character class


Notes:

Restrictions: The primary target beings for ceremorphosis are Medium in size. Though smaller, and larger types are possible, such attempts always takes its toll on the metamorphosis. For every size level above or below medium results in the loss of one of the special attacks listed above.
In the rare instance when a creature of animal level intelligence (2 or lower) is used in the ceremorphic process, the result is always the loss of one of the special attacks listed above. Attempts to implant a tadpole into a creature with 0 intelligence, always results in the death of the tadpole and would-be host.

Sample Ceremorphe

This example uses a Umber Hulk as the base creature.

Grinder (Umber Hulk/Ceremorph)
Large Abberation
Hit Dice: 8d8+ 40 (75 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20ft, Burrow 20ft.
AC: 22 (-1 size, +3 dex, +10 natural)
Attack: 2 claws +12 melee, 4 tentacles +10 melee
Damage: Claw 2d6+7, Tentacle 1d6+4
Face/Reach: 5 ft. by 5 ft./10ft.
Special Attacks: Improved Grab, Psionics.
Special Qualities: Darkvision 60ft, Tremorsense 60ft, Telepathy, SR 25
Saves: Fort+7, Ref+5, Will +9.
Abilities: Str 25, Dex 17, Con 21, Int 17, Wis 17, Cha 19
Skills: Bluff +9, Concentration +10, Hide +8, Intimidate +13, Knowledge (any two) +8, Listen +11, Move Silently +11, and Spot +8.
Feats: Alertness, Improved Initiative, Combat Casting, Dodge,
Climate/Terrain: Any underground.
Organization: Solitary, pair, inquisition (3-5), Cult (3-5 plus 6-10 thralls)
Challenge rating: 15.
Treasure: Double standard
Alignment: Usually lawful evil.
Advancement: by character class.

The Grinder is one of the rare variations of the reproductive cycle of Mind Flayers. These hulking creatures serve as guardians, and commanders of the mind flayer communities combat thralls.
A grinder stands roughly 8 feet tall and is covered with a thick carapace, and insulating slime, making it highly resistant to damage. Its head is more elongated and bestial compared to that of the “common” illithid, and it’s pale eyes smaller and less pronounced. Its four tentacles do not so much writhe as thrash, as they are thicker and less supple. The creatures hulking shoulders, and massive arms and claws allow it to plow through solid rock and opponents alike.

Combat
The grinder prefers to use its psionics to spy out the strengths and weaknesses of its prey before striking. After it has gauged its opponents, the delver attacks as a whirling storm of slashing claws, and thrashing tentacles.
Psionics (Sp): At will- astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by a sorceror of equal level to the delver’s Hit Dice.
Improved Grab (Ex): To use this ability, the ceremorph must hit a creature that is either equal in size, or one size either bigger or smaller, with a tentacle attack. If it gets a hold, it attaches the tentacle to the opponents head.
After a successful grab, the delver can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the ceremorph gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponents turn.
Telepathy (Su): Ceremorph’s can communicate telepathically with any creature within 100 feet that has a language. Though it is unlikely to do so unless dealing with other ceremorphs or is grossly outnumbered
Tremorsense (Ex): The grinder can detect any creature within 60ft that is in contact with the ground.
Improved Grab (Ex)


Author: Bloodstone de Troll

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