Cerebrax

Large monstrosity, unaligned

Armor Class

16 (mind armor)

Hit Points

60 (8d10 + 16)

Speed

0 ft., fly 30 ft. (hover)

Skills

Perception +6

Condition Immunities

prone

Senses

blindsight 60 ft.

Languages

all, telepathy 120 ft.

Challenge

6

Magic Resistance

The cerebrax has advantage on saving throws against spells and other magical effects.

Mind Armor

The cerebrax has a psionic field around itself that gives it an AC of 16.

Innate Spellcasting (Psionics)

The cerebrax's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: • At will: detect thoughts, levitate, minor illusion • 3/Day: hypnotic pattern, misty step • 1/Day: see invisibility, shield

Actions

Tentacle

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Mind Blast (Recharge 2-3)

The cerebrax magically emits psychic energy in a 90-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 13 (2d8 + 4) psychic damage. If the creature(s) are spellcasters and fail the save, the cerebrax also drains three spell slots below 4th level. It gains 10 temporary hit points each time it drains spell slots from a creature.