THE SHARED REFERENCE Adventurer

Monster

Brain in a Jar

Outside your table’s allowed sources

Official reference · LLK · 2014

Creature type
Undead
Size
Medium
Armor class
11 (natural armor)
Hit points
58 (9d8 + 18)
Challenge rating
6
Alignment
Any alignment
Strength
1
Dexterity
1
Constitution
15
Intelligence
19
Wisdom
10
Charisma
15
Passive Perception
10
Saving Throws
int: +7; cha: +5
Senses
darkvision 60 ft.
Immunities
necrotic, poison, psychic
Condition Immunities
charmed, exhaustion, frightened

Traits

Detect Sentience

The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Magic Resistance

The brain in a jar has advantage on saving throws against spells and other magical effects.

Actions

Mind Blast (Recharge 5–6)

The brain in a jar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Innate Spellcasting (Psionics)

The brain in a jar's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, mage hand, zone of truth

3/day each: charm person, command, hold person

1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter

Quick preview