| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +7 |
| WIS | 15 | +2 | +5 |
| CHA | 14 | +2 | +2 |
Magic Resistance. The ceremorph has advantage on saving throws against spells and other magical effects.
Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Multiattack. The ceremorph makes one Flail attack and one Tentacles attack. The ceremorph can replace one of the attacks with a Mind Bolt attack, if available.
Flail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.
Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Large or smaller, it has the grappled condition (escape DC 14) and must succeed on a DC 15 Intelligence saving throw or have the stunned condition until this grapple ends.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated Humanoid grappled by the ceremorph. Hit: 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.
Mind Bolt (Recharge 5–6). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 17 (2d12 + 4) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or have the stunned condition until the end of its next turn.
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