Large aberration, lawful evil

Armor Class 16 (mind armor)
Hit Points 60 (8d10 + 16)
Speed 0 ft., fly 30 ft. (hover)

17 (+3) 11 (+0) 15 (+2) 18 (+4) 16 (+3) 3 (-4)

Skills Perception +6
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 16
Languages all, telepathy 120 ft.
Challenge 6 (2,300 XP)


  • 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:
  • 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.


  • Tendrils. 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.


The cerebrax are from another world ruled entirely by psionic creatures. They hunt spellcasters and drain their powers. This process fuels the psionic monsters.

Mind Control. Cerebrax are insane, foul beings. They want to eventually take over the entire multiverse. The aberrations know they can’t compete with powerful spellcasters, so lesser magic-users are their usual targets.

Neural Network. Cerebrax can communicate with others of their kind across any distance via a hive mind where they can access each others’ memories.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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