Cerebrilith Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 149 (13d10 + 78) Speed 30 ft. Str 21, Dex 13, Con 23, Int 15, Wis 18, Cha 21 Saving Throws Int +6, Wis +8 Damage Immunities lightning, poison Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. passive Perception 14 Languages Abyssal, telepathy 120 ft. Challenge 10 (5900 XP) Magic Resistance. The cerebrilith has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The cerebrilith’s spellcasting ability is Charisma (spell save DC 17). The cerebrilith can innately cast the following spells, requiring no material components: At will: detect thoughts, confusion, dissonant whispers 3/day each: darkness, dominate person, gaseous form
Actions Multiattack. The cerebrilith uses Mind Lash if it is able to. It then makes three attacks: one with its bite, and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Teleport. The cerebrilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Mind Lash (Recharge 4-6). Up to three creatures the cerebrilith can see that are within 60 feet of it each must succeed on a DC 17 Intelligence saving throw or take 17 (5d6) psychic damage. A creature that fails its save by 5 or more is also stunned until the end of its next turn.
Cerebriliths are psionic demons who seek to kill, and then consume the brains of, moral creatures. They also use their powers of mental domination to control communities of mortals to serve them, or simply to manipulate them according to the whims of their Abyssal masters. When not serving other demons, they are found in groups of up to four. They stand around 8 feet tall.
Originally from the Expanded Psionics Handbook















