Homebrew Ettin Ceremorph Species Details
Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a Humanoid host. Mind flayers have subjected giants to this process in an effort to create larger, stronger mind flayers, but those experiments all ended in failure: a giant’s body is simply too large for a single tadpole to take over.
Ettins, however, proved to be perfect subjects. An ettin’s two brains provide sufficient food for two tadpoles, and the two tadpoles are able to transform the entirety of the ettin’s body, creating an ettin ceremorph. As part of the transformation process, one of the ettin’s heads sinks into the body, with that brain focused on controlling the body. The other head focuses on cogitation and psionic power, though its power is not as great as a mind flayer’s.
Ettin ceremorphs serve mind flayer colonies, protecting the elder brains that rule the communities and guarding their treasures. They retain no memory of their previous existence as ettins.
Ettin Ceremorph Traits
As an Ettin Ceremorph, you have the following traitsCreature Type
Your creature type is both Giant and Aberration.
Size
You are Large
Speed
Your walking speed is 40 ft.
Darkvision
Due to your aberrant nature, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Magic Resistance
As a ceremorph, you have advantage on Intelligence saving throws against spells and other magical effects.
Devour Brain
When a living creature within 5 feet of you is reduced to 0 hit points, you can, as a reaction, devour their brain completely gaining temporary hit points equal to your level + your constitution modifier + your proficiency bonus. In addition, you may receive the answer to one question that the consumed brain knew the answer to. This creature must have a size of Large or smaller. Alternatively, as an action, you may consume the brain of a creature that has died within the last minute and gain the same benefits. You regain use of this trait once you complete a short or long rest.
Mind Bolt
You can use your action to emit a psionic blast at a creature you can see within 120 ft.. When you use your mind bolt, the targeted creature takes psychic damage equal to 2d6 + your intelligence modifier, and the target must succeed on an Intelligence saving throw DC 8 + your Intelligence modifier + your proficiency bonus or gain the stunned condition until the end of its next turn. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your mind blast, you can’t use it again until you complete a short or long rest.
Telepathy
You can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
Previous Versions
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