Here's the other ceremorph from that article:
Ceremorph, Mozgriken
CLIMATE/TERRAIN: Subterranean
FREQUENCY: Very Rare
ORGANIZATION: Community
ACTIVITY CYCLE: Any
DIET: Carnivore (Brain Fluids)
INTELLIGENCE: High (13-14)
TREASURE: None
ALIGNMENT: Neutral Evil
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVEMENT: 9
HIT DICE: 4
THAC0: 19
NO. ATTACKS: 1
DAMAGE/ATTACK: 1d4
SPECIAL ATTACKS: Psionics
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: 50%
SIZE: S (3')
MORALE: Unsteady (5-7)
XPVALUE: 650
Psionics Summary:
Level: 5
Dis/Sci/Dev: 2/2/9
Att/Def: EW, MT/MB, TC
Score: =Int
PSPs: 3d6+30
Player's Option: #AT 1; MTHAC0 14; MAC 8
Telepathy-Sciences: probe; Devotions: conceal thoughts, invisibility, sight link, life detection, ESP
Psychometabolism-Sciences: metamorphosis, shadow form (bonus power, does not take up a slot); Devotions: cannibalize, chameleon, heightened senses, body weaponry
The hideous, diminutive ceremorphs known as mozgriken are the targets of constant scorn despite their usefulness. Although they can often infiltrate an enemy's camp, they are treated poorly because of their origin: they were once deep gnomes. Mozgriken are as small as their gnomish precursors. They have hunched backs and twisted limbs. Their heads resemble those of normal mind flayers save that they have only three tendrils and no mouth. This is a serious deformity to illithids, as mozgriken cannot ingest brains in the normal manner. Their skin is pitch black, and their tendrils appear to be nothing more than wisps of shadow, fading into nothingness at the tips. The mozgriken are tied to the Demiplane of Shadow and draw their formidable stealth from it.
Combat: Made meek by the harsh rule of their creators, mozgriken avoid combat whenever possible. They use their psionic powers of shadow form, invisibility, chameleon, and metamorphosis to hide among their foes and glean bits of vital information through the use of their other abilities, most notably sight link and probe. They are sent into enemy encampments for any number of tasks, such as estimating the size and strength of the foe, discovering their battle plans, and estimating the treasure that can be captured. If detected, mozgriken do everything in their power to escape, but if pressed into battle they can use their psionic attack forms and the body weaponry power. Even when they gain momentary advantage over their foes, mozgriken are more likely to seek escape over anything else.
Habitat/Society: Because of the hatred between illithids and svirfneblin, mozgriken find little respect within an illithid community. Compounding the bias against them is the fact that they've only three tentacles, a sign of imperfection, and can draw sustenance only from the fluids of the brain. They've eventually come to accept illithid rule because they know there is no other race in the Underdark that would take them in. Even if they all united, they would be too weak to survive.
Ecology: Gnomish body chemistry normally rejects attempts at larval implantation, often killing both illithid larva and the potential host. However, the Creative Breed has discovered that by using the very rare psychoportive science, summon planar energy (see The Will and The Way) to channel the essence of the Derniplane of Shadow along with a complicated process of psychic surgery and various psionic enhancement techniques, a gnome implantation can be stabilized and the ceremorph can gain a measure of power directly from the demiplane. The larvae chosen for gnomish implantation are usually the smallest, most timid specimens in the brine pool, fodder for the elder brain. Many gnomes and larvae die during the ceremorphosis, but since both are seen as inferior and expendable to the Illithid Empire, mozgriken transformation is seen as a nice alternative to simple extermination due to the effective servants the process creates.
Originally appeared in Dragon Magazine #255 (1999).