CEREBRILITH
Cerebriliths are demons, native to the Abyss, whose already, fearsome powers are augmented by psionics. Cerebriliths are specialists that join demonic armies only as necessary to overthrow a specified threat (such as mortal psionic creatures and characters). When not so occupied, they continually develop and train their already impressive mental abilities, whether on their own or in small groups—usually by stalking morals. A cerebrilith appears as a massive humanoid about 8 feet tall, with an unbelievably swollen brain. Its bulging, elongated skull is swept back, fusing seamlessly with its hunched back. Its fanged
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Cerebriliths stop at nothing to slay an intelligent foe. They delight in examining a victim's mind free of its normal coverings, in hopes of prizing loose new insights into the mental arts. Psionics (Sp): At will—brain lock, combat precognition, control flame, detect psionics, mass domination, mind probe, teleport without error (self plus 50 pounds of objects only), and whitefire; 3/day—ectoplasmic form. These abilities are as the powers manifested by a 13th-level psion. Attack/Defense Modes (Sp): At will—all/all. Spell-Like Abilities: At will—blasphemy, deeper darkness, desecrate, detect good, dispel good, magic circle against good, summon swarm, and unholy blight. These abilities are as the spells cast by a 13th-level sorcerer (save DC 12 + spell level). Summon Tanar'ri (Sp): Once per day a cerebrilith can attempt to summon 3d10 dretches (see the Demon entry in the Monster Manual) or another cerebrilith with a 35% chance of success. On a failure, no creatures answer the summons. Summoned tanar'ti automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour. Telepathy (Su): Cerebriliths can communicate telepathically with any creature within 100 feet that has a language. Half Damage (Ex): Any nonmagical attack against a cerebrilith, including hits from psionic weapons, deals only half damage. This effect does not stack with the creature's damage reduction; apply either the damage reduction or the half damage, whichever results in the least amount of damage suffered. Skills: Cerebriliths receive a +8 racial bonus on Listen and Spot checks.
MONSTERS
Climate/Terrain: Any land underground Organization: Solitary or gang (2-4) Challenge Rating: 14 Treasure: Standard Alignment: Always chaotic evil Advancement: 10-13 HD (Large); 14-27 HD (Huge)
COMBAT
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Demon (Tanar'ri) Large Outsider (Chaotic, Evil) Hit Dice: 9d8+36 (76 hp) Initiative: + 1 (Dex) Speed: 30 ft. AC: 27 (-1 size, +1 Dex, +17 natural) Attacks: Bite +12 melee, 2 claws +7 melee Damage: Bite 1d8+4, claw 1d6+2 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Psionics, spell-like abilities, summon tanar’ri Special Qualities: Damage reduction 20/+2, PR 23, poison and electricity immunity, cold, fire, and acid resistance 20, telepathy, half damage Saves: Fort +10, Ref +7, Will +10 Abilities: Str 19, Dex 13, Con 19, Int 15, Wis 18, Cha 14 Skills: Concentration +16, Hide +9, Listen +24, Move Silently +13, Psicraft +14, Search +14, Sense Motive +10, Spot +24 Feats: Mind Trap, Psychic Bastion, Quicken Power
maw protrudes from beneath a bony brow almost like a separate appendage. The rest of the body is spindly but slick, as if coated with constantly leaking fluid. The demon walks on all fours but always fights standing up. Cerebriliths speak Abyssal, Celestial, and Common.