Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Ceremorphe (Template)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bloodstone de Troll" data-source="post: 103011" data-attributes="member: 3538"><p>Hello all,</p><p> Remember those nasty Illithid breeding habits? Here's my take on it.</p><p></p><p>-------------------------------------------</p><p>Ceremorphe (Template)</p><p>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.</p><p>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.</p><p></p><p>Creating a Ceremorph</p><p>“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.</p><p></p><p>Hit Dice: Same as base creature.</p><p>Speed: Same as base creature.</p><p>AC: The base creature’s AC increases by +3.</p><p>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.</p><p>Damage: Any base attacks retained by the ceremorph remain the same. The ceremorphs tentacles cause normal damage as determined by its size.</p><p>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:</p><p>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. </p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>Telepathy: Ceremorph’s can communicate telepathically with any creature within 100 feet that has a language.</p><p>Spell Resistance: A ceremorph possesses a natural spell resistance of 25.</p><p>Saves: These must be calculated anew, as an Aberration of equal hit dice to the base creature. An Aberrations good save is Will.</p><p>Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +8, Wis +6, Cha +6. </p><p>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. </p><p> The skills available to a ceremorph are: Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.</p><p>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.</p><p>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. </p><p> 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.</p><p> </p><p></p><p>Climate/Terrain: Any underground.</p><p>Organization: Solitary, pair, inquisition (3-5), Cult (3-5 plus 6-10 thralls)</p><p>Challenge rating: As base creature +8.</p><p>Treasure: Double standard</p><p>Alignment: Usually lawful evil.</p><p>Advancement: By character class.</p><p></p><p></p><p>Sample Ceremorph:</p><p>This example uses a Umber Hulk as the base creature.</p><p></p><p>Grinder (Umber Hulk/Ceremorph)</p><p>Large Abberation</p><p>Hit Dice: 8d8+ 40 (75 hp)</p><p>Initiative: +7 (+3 Dex, +4 Improved Initiative)</p><p>Speed: 20ft, Burrow 20ft.</p><p>AC: 22 (-1 size, +3 dex, +10 natural)</p><p>Attack: 2 claws +12 melee, 4 tentacles +10 melee</p><p>Damage: Claw 2d6+7, Tentacle 1d6+4</p><p>Face/Reach: 5 ft. by 5 ft./10ft.</p><p>Special Attacks: Improved Grab, Psionics.</p><p>Special Qualities: Darkvision 60ft, Tremorsense 60ft, Telepathy, SR 25</p><p>Saves: Fort+7, Ref+5, Will +9.</p><p>Abilities: Str 25, Dex 17, Con 21, Int 17, Wis 17, Cha 19</p><p>Skills: Bluff +9, Concentration +10, Hide +8, Intimidate +13, Knowledge (any two) +8, Listen +11, Move Silently +11, and Spot +8.</p><p>Feats: Alertness, Improved Initiative, Combat Casting, Dodge,</p><p>Climate/Terrain: Any underground.</p><p>Organization: Solitary, pair, inquisition (3-5), Cult (3-5 plus 6-10 thralls)</p><p>Challenge rating: 15.</p><p>Treasure: Double standard</p><p>Alignment: Usually lawful evil.</p><p>Advancement: by character class.</p><p></p><p>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. </p><p> 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.</p><p></p><p>Combat</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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</p><p>Tremorsense (Ex): The grinder can detect any creature within 60ft that is in contact with the ground.</p><p><strong>Improved Grab (Ex): </strong></p></blockquote><p></p>
[QUOTE="Bloodstone de Troll, post: 103011, member: 3538"] Hello all, Remember those nasty Illithid breeding habits? Here's my take on it. ------------------------------------------- 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. [B]Improved Grab (Ex): [/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Ceremorphe (Template)
Top