Dungeons and Dragons Cerebrilith 3.5 PBP RPG

Thursday, 26th December, 2024 - 11:28 pm GMT
Home WoM D&D Pathfinder Gwynedd RoK +

Check Out: Ruler of Kings II Text RPG Solo Play by Post
D&D Basics Races Classes Skills Feats Combat Equipment Adventuring Spells Psionics Monsters Divine Sitemap Create Character Other RPGs

Cerebrilith

Cerebrilith

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, acid resistance 10, cold resistance 10, fire resistance 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 (the 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 Talent B

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.


Sponsor Ads:

Latest RPG Post

How about abrowser based text adventure? Start here: Text RPG

Top

NOTE: In the case of D&D, Wizards holds the copyright for its material. The versions most Players in our Community tend to use Dungeons & Dragons 2-3.5 although others may use higher versions.


Start an Adventure!


Search via our Community for:

Dungeons and Dragons Cerebrilith - D&D 3.5 PBP RPG Coded by: BGID®  |  ALL RIGHTS RESERVED Copyright © 2004-2024
Disclaimer  |  Privacy  |  Report Errors