Cerebrilith

Large Outsider (Chaotic, Evil, Extraplanar, Psionic, Tanar’ri)
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 tanar’ri
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; racial bonuses
Feats: Power Attack, Psionic Meditation, Psionic Fist, Unavoidable Strike, Wild Talent [bonus]
Environment: Infinite Layers of the Abyss
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

This monstrosity 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.

Cerebriliths are demons whose already fearsome powers are augmented by psionics. They are specialists that join demonic armies only in response to specific requirements (such as the need to defeat mortal psionic creatures and characters). When not so occupied, they continually develop and train their already impressive mental abilities (alone or in small groups), usually by stalking mortals.

Cerebriliths stop at nothing to slay intelligent foes. They delight in extracting the brains of their victims, examining them in hopes of prying loose new insights into the mental arts.

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.

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 Tanar’ri (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.

Skills: Cerebriliths have a +8 racial bonus on Listen and Spot checks.

Source: Expanded Psionics Handbook, page 192.