Monster
Brain in a Jar
Outside your table’s allowed sources
Official reference · RHW · 2014
- Creature type
- Undead
- Size
- Small
- Armor class
- 11
- Hit points
- 55 (10d6 + 20)
- Speed
- Walk 5 ft., Fly 20 ft. (hover)
- Challenge rating
- 3
- Alignment
- Lawful Evil
- Strength
- 1
- Dexterity
- 3
- Constitution
- 15
- Intelligence
- 19
- Wisdom
- 10
- Charisma
- 15
- Passive Perception
- 10
- Saving Throws
- int: +6; cha: +4
- Senses
- Blindsight 120 ft.
- Languages
- telepathy 60 ft. understands Common plus three other languages but can't speak; telepathy 60 ft.
- Condition Immunities
- exhaustion, paralyzed
Traits
Detect Intelligence
The brain magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing barriers.
Magic Resistance
The brain has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The brain makes two Disrupting Burst attacks.
Disrupting Burst
Melee Ranged Attack: +6, reach 5 ft. or range 120 ft. Hit: 11 (2d6 + 4) Psychic damage. The target can't take Reactions until the end of its next turn, and it has Disadvantage on saving throws to maintain Concentration until the end of its next turn.
Mind Blast (Recharge 5–6)
Intelligence Saving Throw: DC 14, each creature in a 60-foot Cone. Failure: 14 (4d6) Psychic damage, and the target has the Incapacitated condition until the end of the brain's next turn. Success: Half damage only.
The brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: Charm Person, Detect Thoughts, Mage Hand
1/day each: Compulsion, Hold Person (level 3 version)