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.
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