THE SHARED REFERENCE Adventurer

Monster

Brain in Iron

Outside your table’s allowed sources

Official reference · IMR · 2014

Creature type
Construct
Size
Large
Armor class
15 (natural armor)
Hit points
58 (9d8 + 18)
Speed
Walk 20 ft.
Challenge rating
6
Alignment
Lawful Neutral
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 iron 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 iron has advantage on saving throws against spells and other magical effects.

Actions

Mind Blast (Recharge 5–6)

The brain in iron 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 iron'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

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