Ceremorphe (Template)

Hello all,
Remember those nasty Illithid breeding habits? Here's my take on it.

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Ceremorphe (Template)
Ceremorphosis is the eerie transformation process wherein an illithid tadpole becomes an adult. Ceremorphosis begins when an adult illithid inserts a mature tadpole into the ear of a helpless creature. The tadpole burrows into the victims brain, quickly consuming much of the brain matter and replacing the consumed brain with its own tissue. In effect the tadpole melds with the uneaten lower brain stem of the victim, killing all remnants of the personality of the victim, while leaving the physical body alive for the tadpole to use as its own body. Within days, additional morphological transformations additions, and subtractions (see below) complete the genisis of the mature mind flayer.
The individuals chosen as “hosts” for ceremorphosis, are generally members of the dominant intelligent creatures of the region. Most times this means humanoids, such as humans, elves, orcs and the like. But this is not always the case. Whether for lack of, likely candidates, Alhoon machinations, extreme need, or just experimentation, sometimes other types of creatures are used.

Creating a Ceremorph
“Ceremorph” is a template that can be added to any Humanoid, Monstrous Humanoid, Aberration, Githyanki, Githzerai, Animal, or Magical Beast (referred to hereafter as the “base creature”). The creatures type changes to “Aberration”. It uses all of the base creatures statistics and special abilities except as noted here.

Hit Dice: Same as base creature.
Speed: Same as base creature.
AC: The base creature’s AC increases by +3.
Attacks: A ceremorph retains all of the attacks of the base creature, and also gains four tentacle attacks. If the base creature possesses a bite attack, it is replaced with the ceremorph’s tentacles.
Damage: Any base attacks retained by the ceremorph remain the same. The ceremorphs tentacles cause normal damage as determined by its size.
Special Attacks: A ceremorph retain all of the special attacks of the base creature. If the base creature possesses Spell-Like, Supernatural, or Exceptional abilities, these either replace, or are replaced by one of the following abilities:
Mind Blast: This attack is a cone 60 feet long. Anyone caught in this cone must succeed in a Will save (DC 10+ ½ ceremorph’s HD+ its Wisdom modifier) or be stunned for 3d4 rounds.
Psionics: At will- astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by a sorceror of equal level to the ceremorphs Hit Dice.
Improved Grab: To use this ability, the ceremorph must hit a creature that is either equal in size, or one size either bigger or smaller, with a tentacle attack. If it gets a hold, it attaches the tentacle to the opponents head.
After a successful grab, the ceremorph can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the ceremorph gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponents turn.
Extract: A ceremorph that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts its opponents brain, instantly killing the creature.
Telepathy: Ceremorph’s can communicate telepathically with any creature within 100 feet that has a language.
Spell Resistance: A ceremorph possesses a natural spell resistance of 25.
Saves: These must be calculated anew, as an Aberration of equal hit dice to the base creature. An Aberrations good save is Will.
Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +8, Wis +6, Cha +6.
Skills: Ceremorphosis completely destroys the base creatures individual skills. The skill points of the ceremorph are 2+Intelligence modifier x 4, at one hit die, and 2 + Int modifier for every additional die.
The skills available to a ceremorph are: Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.
Feats: Ceremorphs gain Alertness as a free feat, and gain one Feat at one hit die, and one for every four hit die of the base creature, and additional level.
Restrictions: The primary target beings for ceremorphosis are Medium in size. Though smaller, and larger types are possible, such attempts always takes its toll on the metamorphosis. For every size level above or below medium results in the loss of one of the special attacks listed above.
In the rare instance when a creature of animal level intelligence (2 or lower) is used in the ceremorphic process, the result is always the loss of one of the special attacks listed above. Attempts to implant a tadpole into a creature with 0 intelligence, always results in the death of the tadpole and would-be host.


Climate/Terrain: Any underground.
Organization: Solitary, pair, inquisition (3-5), Cult (3-5 plus 6-10 thralls)
Challenge rating: As base creature +8.
Treasure: Double standard
Alignment: Usually lawful evil.
Advancement: By character class.


Sample Ceremorph:
This example uses a Umber Hulk as the base creature.

Grinder (Umber Hulk/Ceremorph)
Large Abberation
Hit Dice: 8d8+ 40 (75 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20ft, Burrow 20ft.
AC: 22 (-1 size, +3 dex, +10 natural)
Attack: 2 claws +12 melee, 4 tentacles +10 melee
Damage: Claw 2d6+7, Tentacle 1d6+4
Face/Reach: 5 ft. by 5 ft./10ft.
Special Attacks: Improved Grab, Psionics.
Special Qualities: Darkvision 60ft, Tremorsense 60ft, Telepathy, SR 25
Saves: Fort+7, Ref+5, Will +9.
Abilities: Str 25, Dex 17, Con 21, Int 17, Wis 17, Cha 19
Skills: Bluff +9, Concentration +10, Hide +8, Intimidate +13, Knowledge (any two) +8, Listen +11, Move Silently +11, and Spot +8.
Feats: Alertness, Improved Initiative, Combat Casting, Dodge,
Climate/Terrain: Any underground.
Organization: Solitary, pair, inquisition (3-5), Cult (3-5 plus 6-10 thralls)
Challenge rating: 15.
Treasure: Double standard
Alignment: Usually lawful evil.
Advancement: by character class.

The Grinder is one of the rare variations of the reproductive cycle of Mind Flayers. These hulking creatures serve as guardians, and commanders of the mind flayer communities combat thralls.
A grinder stands roughly 8 feet tall and is covered with a thick carapace, and insulating slime, making it highly resistant to damage. Its head is more elongated and bestial compared to that of the “common” illithid, and it’s pale eyes smaller and less pronounced. Its four tentacles do not so much writhe as thrash, as they are thicker and less supple. The creatures hulking shoulders, and massive arms and claws allow it to plow through solid rock and opponents alike.

Combat
The grinder prefers to use its psionics to spy out the strengths and weaknesses of its prey before striking. After it has gauged its opponents, the delver attacks as a whirling storm of slashing claws, and thrashing tentacles.
Psionics (Sp): At will- astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by a sorceror of equal level to the delver’s Hit Dice.
Improved Grab (Ex): To use this ability, the ceremorph must hit a creature that is either equal in size, or one size either bigger or smaller, with a tentacle attack. If it gets a hold, it attaches the tentacle to the opponents head.
After a successful grab, the delver can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the ceremorph gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponents turn.
Telepathy (Su): Ceremorph’s can communicate telepathically with any creature within 100 feet that has a language. Though it is unlikely to do so unless dealing with other ceremorphs or is grossly outnumbered
Tremorsense (Ex): The grinder can detect any creature within 60ft that is in contact with the ground.
Improved Grab (Ex):
 

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psychognome

First Post
This is indeed a very nice little template... I was actually wondering what would happen if a mind flayer tadpole took residence in a body other than human... thanks! :D
 

Devon

First Post
a ceremorphic troglodyte

Hey folks,

I made this as an exercise of the Ceremorph template. I hope it managed to capture the right spirit:

Grimwind (Ceremorphic Troglodyte)
Medium-Size Aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: (Dex)
Speed: 30 ft.
AC: 19 (+1 Dex, +9 natural)
Attacks: 2 claws +2 melee, 4 tentacles +0 melee; or javelin +2 ranged
Damage: claw 1d4+1, tentacles 1d3; or javelin 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Stench, darkvision 90 ft., mind blast, psionics, improved grab
Special Qualities: Telepathy, SR 25
Saves: Fort +3, Ref +1, Will +6
Abilities: Str 10+2, Dex 9+4, Con 14+2, Int 8+8, Wis 10+6, Cha 10+6
Skills: Concentration +8, Hide +8*, Listen +8, Move Silently +4, Spot +8, KS: any one +7
Feats: Alertness, multiattack
Climate/Terrain: Any underground.
Organization: Solitary, pair, inquisition (3-5), cult (3-5 plus 6-10 thralls)
Challenge rating: 9
Treasure: Double standard
Alignment: Usually lawful evil.
Advancement: By character class.

A grimwind is created when an illithid tadpole is inserted into a troglodyte brain.

Grimwinds are often used as clerical support--although they are usually a liability in melee combat, due to their stench ability, they can serve as magical backup, as well as healing when the battle is over. Grimwinds are also used as infiltrators when subtlety is not a priority.

If anything, a grimwind is even more gaunt and slimy than its reptilian brethren, and its long, saurian face ends in a small beak surrounded by 4 slimy tentacles. Its flesh changes color like that of a normal troglodyte, but is tougher, and lacks scales. They still have a tail, which they use for balance.

Grimwinds speak Draconic and Common.

Combat
Stench (Ex): When a grimwind is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. All creatures (except troglodytes and other grimwinds) within 30 feet of the grimwind must succeed at a Fortitude save (DC 14) or be overcome with nausea. This lasts for 10 rounds and deals 1d6 points of temporary Strength damage.

Mind Blast: This attack is a cone 60 feet long. Anyone caught in this cone must succeed in a Will save (DC 14) or be stunned for 3d4 rounds.

Psionics: At will -- astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by a 2nd-level sorceror.

Improved Grab: To use this ability, the Grimwind must hit a creature that is either equal in size, or one size either bigger or smaller, with a tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. After a successful grab, the Grimwind can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Grimwind gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Extract: A Grimwind that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts its opponents brain, instantly killing the creature.

Telepathy: Grimwinds can communicate telepathically with any creature within 100 feet that has a language.

Spell Resistance: A Grimwind possesses a natural spell resistance of 25.

Skills: The skin of a grimwind changes color somewhat, allowing it to blend in with surroundings like a chameleon and conferring a +4 racial bonus to Hide checks. *In rocky or subterranean settings, this bonus improves to +8.

Grimwind Characters
A grimwind's favored class is cleric. Grimwind clerics can choose any two of the following domains: Chaos, Death, Destruction, and Evil.
 


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