Cerebrilith Demon (CR 14)
AC: 27 (-1 size, +1 Dex, +17 natural), touch 10, flat-footed 26
Hit Dice: 9d8+36 (76 hp); DR: 15/good
Fort +10, Ref +7, Will +10
Speed: 30 ft.
Space: 5 ft./10 ft.
Base Attack +9; Grapple +8
Attack: Bite +12 melee, 2 claws +7 melee
Full Attack: Bite +12 melee, 2 claws +7 melee
Damage: Bite 1d8+4, claw 1d6+2
Special Attacks/Actions: Psionics, spell-like abilities, summon Tanar'ri
Abilities: Str 19, Dex 13, Con 19, Int 15, Wis 18, Cha 14
Special Qualities: PR 23, poison and electricity immunity, cold, fire, and acid resistance 20, telepathy, half damage
Feats: Mind Trap; Psychic Bastion; Quicken Power
Skills: Concentration +16, Hide +9, Listen +24, Move Silently +13, Psicraft +14, Search +14, Sense Motive +10, and Spot +24
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Climate/Terrain: Any land or underground
Organization: Solitary or gang (2-4)
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 white-fire; 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 Dretch or another cerebrilith with a 35% chance of success. On a failure, no creatures answer the summons. Summoned tanar'ri 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 non-magical 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 the half damage, whichever results in the least amount of damage suffered.
Skills: Cerebriliths receive a +8 racial bonus on Listen and Spot checks.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.