You are the result of a mind flayer experiment to implant an Illithid tadpole into the brain of a gnome. The ceremorphosis was successful, but since gnomes are not a compatible type of humanoid, you became a ceremorph, or "flayer-kin", rather than a mind flayer. In the transformation, you retained your original size, but you gained physical traits of mind flayers, such as facial tentacles and dark purple skin.
Unlike typical mind flayers, you favor speaking rather than using telepathy and you retained your original personality, gnomish tendency towards an artisan's craft, and your sense of morality.
You have learned to live with your new form after ceremorphosis, particularly when to use it to your advantage and when to hide it from the world.
- Skill Proficiencies: Choose two from among Sleight of Hand, Stealth, Arcana, Investigation, Insight, Perception, Deception, or Intimidation.
- Tool Proficiencies: One type of artisan’s tools
- Languages: Choose either Deep Speech, Gnomish, or Undercommon
- Equipment: A set of artisan’s tools (one of your choice), a set of dark robes including a hood and face covering, a trinket from the trinket table, and a pouch containing 15 gp
Unless you are in disguise, your appearance is seen as strange. Curious glances are directed your way wherever you go, which can be a nuisance, but you may also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your origins.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about how you gained this form.
Suggested Characteristics
The ceremorphosis has changed you both mentally and physically. Use the edited Haunted One background tables as the basis for your traits and motivations.
| d8 | Personality Trait |
|---|---|
| 1 | I don’t run from evil. Evil runs from me. |
| 2 | I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. |
| 3 | I spend money freely and live life to the fullest, knowing that tomorrow I might die. |
| 4 | I live for the thrill of the hunt. |
| 5 | I don’t talk about the thing that torments me. I’d rather not burden others with my curse. |
| 6 | I expect danger around every corner. |
| 7 | I refuse to become a victim, and I will not allow others to be victimized. |
| 8 | I put no trust in divine beings. |
| d6 | Ideal |
|---|---|
| 1 | I try to help those in need, no matter what the personal cost. (Good) |
| 2 | I’ll stop mind flayers from doing this to anyone else or die trying. (Any) |
| 3 | I kill monsters to make the world a safer place, and to exorcise my own demons. (Good) |
| 4 | I have a dark calling that puts me above the law. (Chaotic) |
| 5 | I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful) |
| 6 | I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil) |
| d6 | Bond |
|---|---|
| 1 | I keep my thoughts and discoveries in a journal. My journal is my legacy. |
| 2 | I would sacrifice my life and my soul to protect the innocent. |
| 3 | The person I love believes I am dead. I would prefer to keep it that way. |
| 4 | A terrible guilt consumes me. I hope that I can find redemption through my actions. |
| 5 | There’s evil in me, I can feel it. It must never be set free. |
| 6 | I have a child that I can never let see me like this. I must make the world a safer place for him (or her). |
| d6 | Flaw |
|---|---|
| 1 | I have certain rituals that I must follow every day. I can never break them. |
| 2 | I assume the worst in people. |
| 3 | I feel no compassion for the dead. They’re the lucky ones. |
| 4 | I have an addiction. |
| 5 | I am a purveyor of doom and gloom who lives in a world without hope. |
| 6 | I assume people will reject me, so I believe I'm better off alone. |
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