Large Fiend (Demon), Chaotic Evil
Armor Class 16 (Natural Armor)
Hit Points 185 (10d10 + 130)
Speed 40 ft., Climb 25 ft.
STR
19 (+4)
DEX
16 (+3)
CON
24 (+7)
INT
20 (+5)
WIS
18 (+4)
CHA
7 (-2)
Saving Throws STR +8, INT +9, WIS +8
Skills Arcana +10, Deception +9, Insight +9, Intimidation +10
Damage Resistances Cold, Fire
Damage Immunities Acid, Necrotic, Poison
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 14
Languages Abyssal, Telepathy 120 ft., Undercommon
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The cerebrilith has advantage on saving throws against spells and other magical effects.

Psychic Absorption. If the cerebrilith takes psychic damage, it is healed by an amount of Hit Points equal to the amount of psychic damage instead of damaged.

Innate Spellcasting (Psionics). The cerebrilith’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:

At will: detect thoughts, dissonant whispers, enthrall

3/day each: command, counterspell, dimension door, dispel magic

2/day each: compulsion, confusion, fear

1/day each: calm emotions, dominate monster

Obyrith Influence. All non-obyrith creatures that start their turns within 60 feet of the cerebrilith or which enter this radius for the first time on a turn must succeed on a DC 15 Wisdom saving throw or have their mind warped by the cerebrilith's presence. The creature gains a unique type of short-term madness in which they become irrationally afraid of mental exertion. Such a creature experiences the tactile hallucination of an awful headache whenever they attempt to do something mentally taxing. For the duration of the madness, the creature has disadvantage on all Intelligence and Wisdom checks and saving throws, and must make succeed on a DC 12 Wisdom saving throw whenever they begin concentrating on a spell or lose concentration immediately. This madness lasts 5 (1d10) minutes or until cured. A creature that succeeds on the Wisdom saving throw or for whom the madness ends is immune to the cerebrilith's Obyrith Influence for 24 hours.

Actions

Multiattack. The cerebrilith makes two attacks with its claws and, if it can, one with its psionic blast.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 17 (3d8 + 4) slashing damage. 

Psionic Blast (Recharge 5-6). The cerebrilith lets out a blast of psionic energy throughout a 20-foot radius sphere centered on itself. Each creature in this area must make a DC 16 Wisdom saving throw, taking 25 (5d8 + 3) psychic damage on a failed save, or half as much damage on a successful one.

Description

Cerebrilith are a highly dangerous breed of obyrith and an example of one of the very few types of obyrith has a vaguely humanoid form. Roughly resembling a hairless, bony gorilla, a cerebrilith's alien nature is immediately apparent in its massive, exposed brain housed underneath a thick lattice of vertebrae.

Cerebrilith are very powerful both physically and mentally, and are gifted with potent innate psionics. The intellect of a cerebrilith rivals that of a mind flayer, and their fiendishly enhanced psionic capabilities are all but peerless. Cerebriliths rarely leave the Abyss, but when they do they relish in the chance to utterly obliterate rival mages.

A cerebrilith is rendered especially dangerous through the madness they can induce among enemies, a power granted by their obyrith origins. The madness caused by a cerebrilith's presence causes others to gain a peculiarly dangerous form of cogniphobia, in which victims are not only terrified of mental exertion, but also experience vivid tactile hallucinations of dreadful headaches and cranial pressure whenever they do something cognitively taxing. 

Monster Tags: Demonfiend

Habitat: DesertMountainUnderdark

Ultadoer

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