| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 13 | +1 | +1 |
| CON | 25 | +7 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 18 | +4 | +4 |
| CHA | 21 | +5 | +9 |
Magic Resistance. The cerebrilith has Advantage on saving throws against spells and other magical effects.
Demonic Restoration. If the cerebrilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Multiattack. The cerebrilith makes one Bite attack and two Claw attacks, and either (A) uses Mind Slap once or (B) casts Mind Sliver once.
Bite. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage.
Claw. Melee Weapon Attack: +10, reach 10 ft. Hit: 9 (1d6 + 6) Slashing damage plus 3 (1d6) Psychic damage.
Mind Slap. Wisdom Saving Throw: DC 14, one creature within 60 ft. Failure: The target is dazed until the start of the cerebrilith's next turn. A dazed creature can only move, take an action, or take a Bonus Action; it cannot do all three.
Spellcasting (Psionics). The cerebrilith casts one of the following spells without spell components, using Intelligence as the spellcasting ability (spell save DC 14).
At Will: Detect Magic, Mind Sliver, Detect Evil and Good, Detect Thoughts
3/Day Each: Suggestion, Gaseous Form (self only), Darkness, Wither and Bloom
1/Day Each: Mind Spike (Level 6 version), Dispel Evil and Good, Magic Circle
Wicked Escape (3/Day). The cerebrilith casts Misty Step, using the same ability as Spellcasting.
Description
This fiend appears to be 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 maw protrudes from beneath a bony brow. The rest of the body is spindly but slick, as if coated with constantly leaking fluid. The demon walks on all fours but fights standing up.
They are specialists that join demonic armies only in response to specific requirements (such as the need to defeat mortal psychic creatures). When not so occupied, they continually develop and train their already impressive mental abilities (alone or in small groups), usually by stalking mortals.
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