Cerebrilith

MapTool Token

NameCerebrilith
Sorted NameCerebrilith
FamilyCerebrilith
Size and TypeLarge Outsider (Chaotic, Evil, Extraplanar, Psionic)
Hit Dice Count9
Hit Dice9d8+63 (103 hp)
Random Hit Points9d8+63 - 63
Initiative+1
Speed30 ft. (6 squares)
Armor Class25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24
Base Attack/Grapple+9/+19
Attack

Bite +14 melee (1d8+6)

Full Attack

Bite +14 melee (1d8+6) and 2 claws +9 melee (1d6+3)

Space/Reach10 ft./10 ft.
Special AttacksPsi-like abilities, spell-like abilities, summon demon
Special Qualities

Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, outsider traits, psionic traits, acid resistance 10, cold resistance 10, fire resistance 10, power resistance 20, telepathy 100 ft.

SavesFort +13, Ref +7, Will +10
AbilitiesStr 22, Dex 13, Con 25, Int 15, Wis 18, Cha 21
Skills

Concentration +17, Hide +7, Jump +16, Knowledge (arcana) +12, Knowledge (psionics) +12, Knowledge (the planes) +12, Listen +22, Move Silently +11, Psicraft +12, Search +12, Sense Motive +14, Spot +22

Feats

Power Attack, Psionic Meditation, Psionic Fist, Unavoidable Strike

Bonus Feats

Wild Talent

EnvironmentChaotic evil planes
Challenge Rating10
Organization

Solitary or gang (2-4)

TreasureStandard
AlignmentAlways chaotic evil
Advancement10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment+9
VersionSRD
SourcesSystem Reference Document
Stat_Block

Cerebrilith; CR 10; Large outsider (chaotic, evil, extraplanar, psionic); HD 9d8+63; hp 103; Init +1; Spd 30 ft. (6 squares); AC 25 (-1 size, +1 dex, +15 natural), touch 10, flat-footed 24; Base Atk +9; Grp +19; Atk +14 melee (1d8+6, bite); Full Atk +14 melee (1d8+6, bite) and +9 melee (1d6+3, 2 claws); Space/Reach 10 ft./10 ft.; SA Psi-like abilities, spell-like abilities, summon demon; SQ Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, outsider traits, psionic traits, acid resistance 10, cold resistance 10, fire resistance 10, power resistance 20, telepathy 100 ft.; AL CE; SV Fort +13, Ref +7, Will +10; Str 22, Dex 13, Con 25, Int 15, Wis 18, Cha 21

Skills and Feats: Concentration +17, Hide +7, Jump +16, Knowledge (arcana) +12, Knowledge (psionics) +12, Knowledge (the planes) +12, Listen +22, Move Silently +11, Psicraft +12, Search +12, Sense Motive +14, Spot +22; Power Attack, Psionic Fist, Psionic Meditation, Unavoidable Strike, Wild Talent

Cerebrilith

Cerebrilith
Large Outsider (Chaotic, Evil, Extraplanar, Psionic)
Hit Dice:
9d8+63 (103 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24
Base Attack/Grapple:
+9/+19
Attack:
Bite +14 melee (1d8+6)
Full Attack:
Bite +14 melee (1d8+6) and 2 claws +9 melee (1d6+3)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Psi-like abilities, spell-like abilities, summon demon
Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, outsider traits, psionic traits, acid resistance 10, cold resistance 10, fire resistance 10, power resistance 20, telepathy 100 ft.
Saves:
Fort +13, Ref +7, Will +10
Abilities:
Str 22, Dex 13, Con 25, Int 15, Wis 18, Cha 21
Skills:
Concentration +17, Hide +7, Jump +16, Knowledge (arcana) +12, Knowledge (psionics) +12, Knowledge (the planes) +12, Listen +22, Move Silently +11, Psicraft +12, Search +12, Sense Motive +14, Spot +22
Feats:
Power Attack, Psionic Meditation, Psionic Fist, Unavoidable Strike, Wild Talent B
Environment:
Chaotic evil planes
Organization:
Solitary or gang (2-4)
Challenge Rating:
10
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment:
+9

Combat

Cerebriliths favor telepathic attacks, usually beginning a battle by launching a furious barrage of ego whip and id insinuation attacks. In melee, cerebriliths often use their Concentration skill to gain psionic focus, so that they can use Psionic Fist or Unavoidable Strike (the latter in conjunction with Power Attack).

A cerebrilith's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Psi-Like Abilities: At will-brain lock (any nonmindless, DC 17*), detect psionics, ego whip (2d4, DC 19*), id insinuation (four targets, DC 20*), mind trap (5 rounds*); 3/day-psionic dominate (24 hours, DC 20*), ectoplasmic form, mind probe (DC 20); 1/day-mind thrust (9d10, DC 20*). Manifester level 9th. The save DCs are Charisma-based.

*Includes augmentation for the cerebrilith's manifester level.

Spell-Like Abilities: At will-deeper darkness, desecrate, detect good, dispel good (DC 20), greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 18), unholy blight (DC 19). Caster level 9th. The save DCs are Charisma-based.

Summon Demon (Sp): Once per day a cerebrilith can attempt to summon 4d6 dretches or another cerebrilith with a 35% chance of success. This ability is equivalent to a 4th-level spell.

Outsider Traits: A cerebrilith cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). It has darkvision out to 60 feet.

Skills: Cerebriliths have a +8 racial bonus on Listen and Spot checks.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Bite +14 melee (1d8+6), or Bite +14 melee (1d8+6) and 2 claws +9 melee (1d6+3)

feats: POWER ATTACK, PSIONIC MEDITATION, PSIONIC FIST, UNAVOIDABLE STRIKE, WILD TALENT,