Cerebrilith click to see monster

Size/Type: 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, resistance to acid 10, cold 10, and fire 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 (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 TalentB
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.