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.
Huh, interesting
Nice bo
Ummm, sort of screwed the pooch on this one, huh? AI slosh isn't edgy, and your dependency is showing again. Maybe you should do something about that.
I what of it's a combo of a Ettinger and mind flyer? 🤔
Ettin*
This really sounds briliant!!!
Illitids have long been one of my favorite monsters in DnD. I always thought them incredibly strong already! But adding these? Yeesh! Adventurers are surely going to be in a tight spot fighting them!
Or the excuse is just a reason YOU could come up with a new illithid tadpoles.
I don't like the excuse either, but it presents new opurtunities for the tadpoles.
We've only been seeing one type of tadpole.
You'd could always change that
Sounds cool and interesting! It just sucks that the book was involved in the whole AI art fiasco thing 😔
Never read Lord of madness I take it? It's dnd standard that mindflayers have trouble doing ceremorphosis on anything but human(oid)s, with most non humans that work ending up as either incredibly stupid, malformed, weak, or ugly to the point they're discriminated against by mindflayers.
That still doesn't address my point as to why you would make that a restriction. (most will just tl;dr this lol)
You seem to think that the book you quoted is some real book about real things. They're made up, a work of fiction. So, no restriction actually exists other than what the writer(s) have imposed on themselves, and this one seems a little backwards and doesn't add up. It seems like a pointless restriction to put on them when a tadpole left outside of a host grows bigger than most creatures in the game... Do you not see the complete lack of logic being followed here?
A quick fix would be to just remove the giant worm transformation if left alone to evolve outside a host... as that's what's undermining the 'only medium humanoid' restriction really. But then you're missing out on some cool things that happen when a hive loses its elder brain. But then again why only humanoid? it's not like the elder brain is humanoid - why would Illithids care what they look like so long as the form they take fulfils a desired need within the hive?
The statement from the text (not word for word) - is that a single worm is unable to grow big enough to control larger brains... but left out of a host they become gargantuan. WTF how does that make any logical sense? Why would you restrict them in such a way, it only lessens the fear factor of them. For a race that apparently dominated the multiverse, it seems a little odd especially when they are always experimenting to become a more powerful force - to establish themselves as the dominant race in the multiverse.
Also, just because something is huge doesn't mean it has a big brain - just look at dinosaurs for that case. So why is it assumed that giants or any other large creatures also have giant brains? Maybe they just have really thick skulls and human-sized brains? If anything I'd say the the opposite would make much more sense. That Ettins being two-headed makes them almost immune to ceremorphosis as they have two brains, not one - but even then I'd not say it was impossible just difficult. Also if two tadpoles in different brains can control an Ettin, why not use multiple tadpoles to control a single-headed giant brain? If two tadpoles can work together in an ettin, why wouldn't two tadpoles in one brain not be able to control a single-headed giant - one taking over higher brain functions and the other taking over reflexive/lower brain functions?
This would only further reinforce the elder brain's NEED to keep tadpoles small and under its control or face its own brain being eaten. Who knows what messed up aberration would be formed from that messed up story... Hell, maybe this is another reason WHY Elder Brains don't let tadpoles get too big lol. Not so sure on that one but who knows could be a interesting story unto itself.
For argument's sake... Most Giants have an intelligence score around the same as an average human (9 -10)... so IMO probably has about the same brain mass. It seems only the Storm Giant has a high average intelligence of 16, and cloud giant is a little under them with above average, with an average score of 12. I always assume the stat block for monsters is the 'average' for that race as there are always exceptions in both ways. Based on that I'd say Giants brain mass on average is not likely to be much bigger than a human. They are long-lived so you could make an argument for the bigger brain for memory - but then elves should have big heads (and not just in the sense of their egos). You could very easily just say they just have thick skulls - which would explain the huge con score and the high HP.
I know that it is a world of magic and not science - so the argument made above is something of a moot point but no harm in applying a little real-world logic to DnD at times. Giants don't need to have giant brains. But even if they did I still don't see how that would make it any harder for ceremorphosis considering how large a worm can grow outside of a host. Just making the point from different directions, there is no reason for a giant to be immune to ceremorphosis other than what seems to be a random arbitrary one.
At the end of the day your game is up to you. As a DM my Illithids will be able to use ceremorphosis on almost anything (not that they would say do it to a dog or a cat... but they could... imaging that... a rogue tadpole that ends up in a cat...lol) and each Illithid will be slightly different depending on the race it grew from. Makes for a much more interesting race IMO. It makes them a little more like Xenomophs from 'Alien(s)' films - in the sense that the host affects the outcome of the new creature.
To me that makes more sense and just makes them more terrifying and creates more interesting stories. If anything this would only add to the 'evilness' as some races would just not be deemed worthy of ceremorphosis and just enslaved or genocidally killed off. Or even a more diverse hierarchy within the Illithid based on the race they were spawned from. I could see a Halfling Illithid being useful in some situations where such a small size would be advantageous but generally looked down on by other larger Illithids - literally and figuratively.
See you say it's "fiction" so why can't it be any other way?
It's because if you make the mind flayers so OP that they can infect EVERYTHING they win. The setting stops existing. The villains need to actually be beatable. That's what you're missing, and why they have these limitations from a meta perspective.
If you want to make a doomsday setting go ahead, but general DND settings require the illithids to have limits instead of having "all the powers"