If you’ve ever been planning a Dungeons & Dragons session and thought, “Wow, I wish I had a two-headed, psychic, squid-faced, brain-eating, giant to use here,” well friend, do I have good news for you! The ettin ceremorph from Bigby Presents: Glory of the Giants is the latest addition to the illithid’s line of couture brain munchers, ready to supply your players with a fresh new flavor of nightmare fuel.
Let’s take a look at this beautiful aberration and see what makes it tick (spoiler alert: it’s brains).
- Origins of the Ettin Ceremorph
- Ettin Ceremorph: The Muscle of Mind Flayer Colonies
- Using the Ettin Ceremorph in Your Game
Origins of the Ettin Ceremorph
Well, it all starts when a mind flayer and an ettin love each other very much and then—nope, just kidding! Things are actually way more horrifying than that. This slimy two-faced giant is the result of an ettin undergoing ceremorphosis.
Ceremorphosis usually occurs when an illithid tadpole wiggles its way into the brain of a humanoid host, attaching to their brain stem and slowly eating the surrounding brain tissue until it becomes the creature’s new brain. Over a week, the host undergoes a horrific transformation, turning into a mauve-colored, slimy, psychic, tentacle-faced, brain hungry, mind flayer.
Mind flayers, and the elder brains that command them, are an interdimensional scourge that have conquered countless realities. They are constantly searching for new, viable, hosts and ways to create new forms of illithid to better serve the needs of their colony. So naturally, this led mind flayers to experiment on giants.
Unfortunately, this union never yielded any viable results because giants are way larger than the types of creatures illithid tadpoles normally invade. There’s simply too much brain and too much body for one little brain bug to handle. But what if there was a giant creature with two brains to infect?
This is, unfortunately, where ettins come into play. Mind flayers discovered that by infecting two brains attached to one body, a giant illithid could be possible. One of the heads controls the illithid’s higher brain function and psychic power, while the other fuses into the creature’s torso and controls bodily functions. It’s basically two illithid tadpoles piloting an ettin like a Jaeger from Pacific Rim.
Ettin Ceremorph: The Muscle of Mind Flayer Colonies
The source material (ew) for this creature is a massive, unkempt, solitary, brute controlled by two, bickering heads with an Intelligence score of 6. But after ceremorphosis, it becomes a highly intelligent being, with both heads working in perfect harmony. It is capable of stunning creatures, making nasty tentacle attacks, and it can also easily open your skull up like a can of clam chowder.
However, ettin ceremorphs lack the mind flayer’s array of skill proficiencies (such as their +6 to Deception, Insight, and Persuasion) and their innate spellcasting abilities. They also lack the mind flayer’s signature Mind Blast, which can affect every creature caught within its 60-foot cone, and that can recharge. Instead, the ettin ceremorph has the ranged spell attack Mind Bolt, which it can use three times per day but that only targets one creature at a time.
While the ettin ceremorph doesn’t have a wide array of mind powers and skills, it is significantly stronger and more durable than mind flayers, capable of doling out a devastating Slam at a range of 10 feet, in addition to its Mind Bolt or its Tentacles attack. The ettin ceremorph also has a higher passive Perception than a mind flayer (cause ya know, two heads) and it has a higher movement speed (cause ya know, long legs). It may not have detect thoughts, but it is more likely to spot a sneaky player character and more likely to catch up to them if they run.
Using the Ettin Ceremorph in Your Game
Ettin ceremorphs are interesting because they fill an essential, and mostly vacant, niche within the ecosystem of an illithid colony: muscle.
Intellect devourers can scout and keep watch, mindwitnesses amplify psionic power, gnome ceremorphs have cute little laser pistols, and mind flayers are terrifying, yes, but their physical attribute scores don’t go above 12, nor are they proficient in Strength, Dexterity, or Constitution saving throws.
Sure, mind flayers and their elder brain overlords could dominate a slew of strong creatures into guarding their colony, but why outsource when you can hire from within? Ettin ceremorphs commonly serve as bodyguards for elder brains, but they are a lot more than just hulking, two-headed brutes blocking your way to a boss fight. Here are some homebrew ideas for bringing these giant aberrations to your table.
Bouncer at the Entrance of a Mind Flayer Colony
If your players are rooting out a nearby mind flayer colony that’s slowly expanding beneath a small town, an ettin ceremorph and its pet intellect devourer guarding a particularly fleshy corridor in an underground tunnel could be a decent clue that the colony entrance, or some treasure that’s precious to the colony, would be closeby.
A Predator With Good Timing
Perhaps your Astral Sea-fairing party has battled their way through level after level of an illithid nautiloid, narrowly escaping with their brains intact. They stop to take a short rest, but suddenly they hear heavy footsteps, until a hulking shadow suddenly looms overhead; for the entire time they’ve been fighting through the ship, the highly intelligent ettin ceremorph has been watching them through the illithid’s networked hive mind, waiting for them to take a rest. Knowing they are softened up from their previous encounters, the ettin ceremorph plans to make short work of the intruders, and offer them to the elder brain so it may absorb their knowledge.
Mind Flayer Bodyguards on a Mission
Maybe an elder brain has been recently transplanted to a new region and wants to know the lay of the land above, and its history. So it sends a mind flayer on a mission to extract the brain of an ancient elven druid that’s lived in the area for centuries. But the mind flayer will have to travel beyond the elder brain’s telepathic reach. To protect its charge, the elder brain commands two ettin ceremorphs to chaperone the mind flayer on its journey.
An Ettin Ceremorph Wanders to the Far North
Your ettin ceremorph could be an outcast. Its connection to the elder brain could’ve been severed, either intentionally or not, causing it to wander far from its colony. Perhaps it ended up in Icewind Dale, chanced upon a Reghed tribe, and usurped leadership. Now, the tribe kidnaps citizens of the Ten-Towns so the ettin ceremorph has a steady supply of brains to feast on.
An Aberration in Need
Do you know what happens to a mind flayer colony when an elder brain is killed and all of its illithid tadpoles aren’t? Well … it’s not good. An ettin ceremorph is smart and strong enough to make sure all remaining tadpoles die if the elder brain should come to an untimely demise. But if the unthinkable does occur, an ettin ceremorph may seek out adventurers for help in subduing the resulting neothelid.
8 Tentacles Are Better Than 4
While they don’t possess some of the finer telepathic and knowledge-based assets of mind flayers, the ettin ceremorph is just as cunning and dangerous and should not be underestimated. These hulking brutes possess the same genius-level intellect as mind flayers and should be played accordingly.
For more giant-sized friends and foes, and a whole lot more, check out Bigby Presents: Glory of the Giants.
Kyle Shire (@kyleshire) is a contributing writer to D&D Beyond and a producer for Critical Role. In the past, he worked as a producer, writer, and host for Machinima Studios and Warner Brothers Interactive Entertainment. He's appeared on HyperRPG as the Mayor of Kollok and the Saving Throw Show. He currently lives in Los Angeles.
I want the stat block!
I'm disappointed it wasn't drawn with the classic mind flayer cape or robe
Nah, seem like a lame excuse to try and justify bad writing that only seems to limit a race that should have almost limitless variation. Mind Flayers should have almost limitless variations based on the race of the creature that going through Ceremorphosis. Saying the brains are too 'big' just seems like a silly restriction when a tadpole can naturally grow to be 2 sizes bigger than a giant. And you're missing out on a whole bunch of other mind flayers which could add a whole bunch more flavour to the race - especially as they seem to be a race that likes to experiment and look for new ways to make the colony more powerful - should be more in-depth rules in place within the core mechanics of the race to have this greater flexibility when bringing new blood to the colony. This rule of the brain being too big is just a pointless limitation that serves no purpose other than to limit creativity which could further make a terrifying race even more so.
I don't think so. The way I read it is that they kill/eat any tadpoles that grow much larger than 1 inch in size. This would suggest that after a certain point in growth, they start to eat other tadpoles and then they basically become a Neothelid (even if only a very small one) when you have a whole colony of them doing this they obviously start attacking each other and you end up with just one big ass Neothelid. I don't think it would take years for this to happen considering it takes just a week of a tadpole to grow from a little worm thing into a full-sized adult Illithid when implanted with a brain to feed on. They clearly have a very fast growth cycle. So, I don't see how a tadpole could not grow fast enough to eat a giant brain and grow exponentially to control it. For a race that is hell-bent on dominating all of reality and space - not being able to Ceremorphosis anything bigger than medium size creature (unless it had multiple heads) seems a very odd limiting factor. I understand that it might not be part of the core lore... but they are always looking for new ways to evolve and improve themselves. Think I'm just going to homebrew the shit out of this idea :D *evil grin*
And here I thought it was my Great Old One warlock patron showing up to chastise me.
Whew!
ok
I love this. Thanks.
Now I wonder what happens when only one tadpole gets inside…
not really, because of the tadpole
I'm gonna be honest, cool idea but it makes like zero sense. Why would the mind flayer colony need muscle if they have psychic abilities and slave labor?
Abbastanza brutto ...
Seems like you're accustomed to adding commas between the last word in a group of adjectives and their noun (... brain-eating, giant; ... brain hungry, mind flayer; ... solitary, brute). I don't normally like to point out grammatical errors because it's petty behavior and usually they really don't matter, but I feel like this one breaks the flow of your otherwise engaging style. I could point out a few other comma errors but *who cares* - they don't detract from flow like this one does.
Good read overall.
this is amazing!
💪🐙🧠
Limitations often help creativity by forcing you to get past the obvious and repetitive .
Ceremorphisis being limited doesn't limit story potential because they can simply use processes other than ceremorphosis to effect larger creatures, like you said they like to experiment. At the same time having large, huge or gargantuan creatures go through the same process would likely result in a very uniform outcome and if ceremorphosis wasnt limtied we would simply get mind flayers of different size categories.
Far be it for me to point out other sources online where you can view statblocks for free on an official website but perhaps an internet search might provide something? The strategy I've seen if you want an Elder Brain Dragon to be your BBEG is to take advantage of their mobility for surface raids and terror campaigns. Perhaps if you used a mechanic similar to the one in "The Dragon of Icespire Peak" module to determine which settlement the dragon shows up at where it will terrorise and try convert civilians or party members present (if you want to bend the rules a little with this new creature you could maybe have it and it's new army of Ettin Ceremorphs in a Cloud Giant fortress after recruiting or deposing the previous owner). Having one fight a high level party would be terrifying and a major threat but you would probably get a stronger reaction if the dragon doesn't immediately engage the party in a battle to the death and instead tries to strike at local weak points to build forces and causes problems for the local adventurers and guards to deal with, culminating in an all out attack against a major settlement or perhaps a pre-emptive strike against the Mind Flayer hive. (villages, travelling conveys, chapels or nomadic groups could all be excellent sources of recruits for a Mind Flayer army). Mind Flayers are inherently intelligent so it gives you the opportunity to include a level of intrigue into the campaign where an anonymous tip (perhaps from an outcast Mind Flayer sorcerer known as an alhoon) informs the party that a Mind Flayer has infiltrated a society function in disguise with the aim of subverting political figures to create a new pen of livestock for the hive. Perhaps there's a new mysterious Gnome inventor in town willing to provide revolutionary new weapons at discount prices for any civilians concerned about recent disappearances of travellers although the old Gnome toymaker swore that these weapons wouldn't actually work before he disappeared for a "family emergency"? Or there might be reports from astronomers of strange creatures resembling beholders barely visible on cloudy nights while those who are psychically sensitive have been hearing strange whispers in their dreams which are steadily getting louder before tadpoles start raining from the clouds into local water supplies and rats emitting a faint glow follow influential figures in ever increasing numbers (Cranium rats are fun). The Elder Brain is the shadowy figure moving pieces behind the scene to set the stage for it's grand plan, the dragon provides mobility and muscle for it so it can potentially remove some obstacles for itself or escape perilous situations. Perhaps the party's first indication of it's presence is when a local archmage, confident in the mindless golems he employs as defenders for his tall tower, goes missing and investigating reveals the entire top three floors of the tower have simply been torn away by a flying creature of great strength? If the final confrontation is approaching, perhaps the party could be approached by new allies who could even the odds a little such as a Githyanki hunting party who have been hunting the hive but were weakened in an ambush so now they have four young red dragons which are missing riders or perhaps the Duegar wish an alliance against a mutual foe and will provide fine crafted Dwarven ballista to help kill the dragon provided the party is willing to act as bait. If you wanted to mix up player expectations, perhaps the Mind flayer hive is serving as a desperate bastion for the surface against a rising aboleth and Sahuagin invasion from the deepest Underdark and the Elder Brain Dragon has to leave the defence to recruit adventurers to assist it in this dire struggle before returning to spearhead the defence? Hope that gives you or anyone else interested some ideas for things they could do with Mind Flayers and Elder Brain Dragons in their campaign. Finding statblocks shouldn't be that difficult with the internet too. It's all about using the right tools for the job.
its not about growing. Imagine you could grow to a huge size. (but this includes it eating all of the other tadpoles) but also, it has to eat the entire giants brain, wheras with the tadpoles it can kill and eat them slowly..
Frost Giant Everlasting One, anyone?
That's the kind of thing I'm telling to myself almost every day!
Great reading-, +1
Is it going to be free?