Ceremorph

Eldritch Humanoid (Level 13) Rational Mastermind "Unmake the Boundary Between Minds" Post Tags: Ceremorph
M: 8, D: 5, S: 4
HP/AP: 9/10, MP: 13, DEF: +5, SOAK: 0
APR: 3, INIT: +2 , SIZE: Personal
Skills: Domain Knowledge (Biomancy) +6 , Perception +7 , Psionics +10
Languages: Eldritch, Telestic, Astral, Humanoid
Domains: Outer Realms, Subterranean
Armor & Shield: Cephaloid Cloak

Passive

Boons: Charm Confusion Fear Madness Magic Mind Psionics
Banes: Divine (Stunned)
Traits: Attribute Wager Darkvision +7 Hivemind +7 Maddening Visage +10 Sense Sentience Spellcaster Unnatural Persistence

Active

Attacks:
  • Devour Brain +10 : 2 (Ensnare, First Strike, Doomed)
  • Inject Thrall +10 : 2 (Command, Ensnare, First Strike)
  • Psychic Blast +10 : 1d6 (Stunned, Psychic)
  • Tentacle +10 : 2 (First Strike, Ensnare)
Spells (15/15): Action-at-a-Distance +10 Astral Travel +10 Control (Gravity) +10 Disbelief +10 Ectoplasmic Web +10 Enervate +10 Forcefield +10 Magic Step +10 Mass Manipulation +10 Memory Sieve +10 Mind Reading +10 Post-Hypnotic Suggestion +10 Stasis +10 Telepathy +10 Ultravision +10

Lore

You can feel the strange tadpole they inserted into your ear still wriggling around inside. In a daze, you stumble, but you’ve almost escaped the cavern. The air hums with unnatural pressure, and a faint ripple of static buzzes at the edge of your thoughts. Before you appears the Ceremorph: a tall, gaunt humanoid with the head of a cephalopod. Its tentacles dangle from its mouth, exhibiting a graceful intelligence all their own. You run past it in terror; the light of day is only a hundred meters ahead… But in your mind, you hear: “We will be watching you, from behind your faces!”

The Ceremorph is an imperious, otherworldly colonizer, the pinnacle of psionic evolution in the Outer Realms. Their kind seek to enslave all life in the Astral Veil under the will of the Elder Cerebrum, a series of elephant-sized alien brains who unify the Ceremorphs together in a psychic network across the multiverse. A Ceremorph’s mottled, purplish skin is covered in a transparent layer of mucus, an artifact of their distant origins as sea creatures from the abyssal depths of a long since dried-up ocean. Despite their elongated, skeletal frame, their psychic power gifts them with supernatural strength, and they dress in ornate robes or vestments, donning a wealth of powerful rings, amulets, and other magical treasures to enhance their spellcasting. Driven by a need to feed on intellect, the Ceremorph survives by devouring the brains of sentient creatures. Its vile method of reproduction involves the parasitic implantation of thralls that enslave their hosts to facilitate their incubation into Ceremorphs. These slavemasters travel the Outer Realms in nautiloids: enormous, living ships that ferry amniotic pools of thralls to new worlds, as part of the Ceremorphs’ neverending invasion force. Such vessels are staffed by hundreds of mind-controlled humanoids and guarded by psychic predators of the Ceremorphs’ design, such as Psychovores and Brain Golems. 

On paper, Ceremorphs may seem like nothing more than eldritch spellcasters, but if run adeptly, they represent a tactical menace designed to dismantle adventuring parties from the inside out. Ceremorphs are extremely calculating foes that rely on their psychic powers to always remain one step ahead of the competition. They never fight alone, preferring to overwhelm their enemies with thrall slaves and other eldritch monstrosities while striking from the shadows with their debilitating, area-of-effect maleficence. The Ceremorph’s most insidious tactic, however, is its ability to devour a victim’s brain once its tentacles grab hold. Alternatively, the Ceremorph may insert a parasite into the victim’s brain, which allows the Ceremorph to telepathically command the victim over any distance in the material realm, so long as the parasite remains in the victim’s brain and they victim are not perfectly shielded from psionic influence. Parasites that remain in the victim for a prolonged period risk losing their identities entirely and becoming Ceremorph Thralls. The horror of an ally turning against his party is more than enough to create disunity among a Ceremorph’s foes, and so it relies on fear to achieve its evil ends. In combat, their telepathic connection to the Hivemind means they are never truly outnumbered, given enough time. Their vulnerability to light, however, can be exploited—exposure to natural daylight can break their concentration, potentially causing them to retreat or falter in their attacks. The Ceremorph is a creature of prime intellect, a reminder that some beings’ thirst for knowledge can be more horrifying than any physical hunger.