Tuesday, 3 April 2018

Monster: Cerebrilith

Monster: Cerebrilith

I have always liked the design of cerebriliths from Expanded Psionics Handbook, but I never had a chance to use them in D&D. But I probably will use them in GURPS before this post even goes up. I wonder how the fight against this monstrosity with lots of psionic and magical abilities and elemental resistances will go.

 

Cerebrilith [Expanded Psionics Handbook, page 192]

487 points
Attribute Modifiers: ST+7 (Size Modifier, -10%) [63]; DX+1 [20]; IQ+1 [20]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+4 [20]; Per+2 [10].
Advantages: Combat Reflexes [15]; DR 3 (Tough Skin, -40%) [9]; DR 4 (Nuisance Effect, Gaps, -10%; Partial, Skull, -70%) [4]; Doesn’t Eat or Drink [10]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Eyes) [5]; Magic Resistance 1 (Improved, +150%) [5]; Sharp Claws [5]; Sharp Teeth [1]; Slippery 2 [4]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15].
    Spell-Like Abilities (Alternative Abilities) [41]:
    Blackout 1 [36];
    Seek Good [21/5=5];
Disadvantages: Appearance (Hideous) [-16]; Callous [-5]; Sadism (12) [-15]; Semi-Upright [-5]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Racial Psionic Abilities: Mental Blow 4 [28]; Mental Stab 4 [69]; Mind Shield 3 [12]; Psi Sense 2 [13]; Suggestion 4 [35]; Telereceive 1 [21].
Racial Psionic Skills: Mental Blow (H) Will+0 [4]; Mental Stab (H) Will+0 [4]; Mind Shield (H) Will+0 [4]; Psi Sense (H) Per+0 [4]; Suggestion (H) IQ+0 [4]; Telereceive (H) IQ+0 [4].
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).

Knowing Your Own Strength [494]
Replace ST+7 (Size Modifier, -10%) [63] with ST+7 [70]

Sapient-Only Telepathy [-5]
Mental Blow 4 [28] -> Mental Blow 4 [27]
Mental Stab 4 [69] -> Mental Stab 4 [65]

Typical Stats

ST:

17

HP:

17

Speed:

6

DX:

11

Will:

15

Move:

6 (on all fours), 3 (upright)

IQ:

11

Per:

13

 

 

HT:

13

FP:

13

SM:

+1

Dodge:

10

Parry:

10 (unarmed)

DR:

3* (tough skin); 5 (vs. acid, cold, fire)

    Sharp Claws (13): thrust 1d+2 cutting (KYOS: 2d+2 cutting), Reach C-1.
    Sharp Teeth (13): thrust 1d+2 cutting (KYOS: 2d+2 cutting), Reach C.
    Exposed Brain: The cerebrilith’s brain is partially exposed, but still protected by rigid vertebrae. The skull hit location has DR 6, but a character may target the gaps between the vertebrae with an impaling, piercing, or tight-beam burning attack at -9 to ignore this DR.
    Spell-Like Abilities (Alternative Abilities):
    Blackout 1 (13);
    Seek Good (13).


    Traits: Anarchic Touch; Appearance (Hideous); Callous; Combat Reflexes; Doesn’t Eat or Drink; Immunity to Poison; Infravision; Injury Tolerance (No Eyes); Magic Resistance 1 (Improved); Sadism (12); Semi-Upright; Slippery 2; Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
    Racial Psionic Abilities: Mental Blow 4; Mental Stab 5; Mind Shield 3; Psi Sense 2; Suggestion 4; Telereceive 1.
    Skills: Brawling-14; Innate Attack (Gaze)-13.
    Racial Psionic Skills: Mental Blow-15; Mental Stab-15; Mind Shield-15; Psi Sense-13; Suggestion-11; Telereceive-11.
    Creature Type: Outsider (Chaotic, Evil, Tanar’ri).

2 comments:

  1. The description says the brain is not a vital part. The stats have additional DR on the skull, but no "No Brain", which means the brain is as vital as it is for most creatures.

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    Replies
    1. Thanks for catching it. The description was outdated, when I was reworking the monster, I thought it would be more interesting to actually make it a vital part that can be targeted between the vertebrae.

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