DUMB DECISION TTRPG · Library

Brain in a Jar

Medium undead, Any alignment

Armor Class 11 (natural armor)

Hit Points 58 (9d8 + 18)

Speed

STR 1 (-5)
DEX 1 (-5)
CON 15 (+2)
INT 19 (+4)
WIS 10 (+0)
CHA 15 (+2)

Saving Throws INT +7, CHA +5

Damage Immunities necrotic, poison, psychic

Condition Immunities charmed, exhaustion, frightened

Senses darkvision 60 ft., passive Perception 10

Languages

Challenge 6

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.

Source

LLK, p. 38