Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18)
Speed —
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.
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.
LLK, p. 38