Medium undead, Any alignment
| Armor Class | 11 (natural armor) |
|---|---|
| Hit Points | 58 (9d8 + 18) |
| Speed | 0 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 1 (-5) | 15 (+2) | 19 (+4) | 10 (+0) | 15 (+2) |
| Saving Throws | Cha +5, Int +7 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | necrotic; poison; psychic |
| Condition Immunities | charmed; exhaustion; frightened |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | — |
| Challenge | 6 |
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.
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.
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 each/day: charm person, command, hold person
1 each/day: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter
Small undead, Lawful Evil
| Armor Class | 11 |
|---|---|
| Hit Points | 55 (10d6 + 20) |
| Speed | 5 ft., fly 20 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 3 (-4) | 15 (+2) | 19 (+4) | 10 (+0) | 15 (+2) |
| Saving Throws | Cha +4, Int +6 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | exhaustion; paralyzed |
| Senses | Blindsight 120 ft., passive Perception 10 |
| Languages | telepathy 60 ft. understands Common plus three other languages but can't speak; telepathy 60 ft. |
| Challenge | 3 |
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.
The brain has Advantage on saving throws against spells and other magical effects.
The brain makes two Disrupting Burst attacks.
Melee or Ranged Attack Roll: +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.
int DC 14, each creature in a 60-foot Cone [Area of Effect]. 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 each/day: Compulsion, Hold Person (level 3 version)
Small undead, Any alignment
| Armor Class | 11 (natural armor) |
|---|---|
| Hit Points | 55 (10d6 + 20) |
| Speed | 0 ft., fly 10 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 3 (-4) | 15 (+2) | 19 (+4) | 10 (+0) | 15 (+2) |
| Saving Throws | Cha +4, Int +6 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; paralyzed; poisoned; prone |
| Senses | blindsight 120 ft. (blind beyond this radius); see also "detect sentience" below, passive Perception 10 |
| Languages | the languages it knew in life |
| Challenge | 3 |
The brain 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 has advantage on saving throws against spells and other magic effects.
The brain doesn't require air, food, drink, or sleep.
Ranged Spell Attack Roll: +6 to hit, range 120 ft., one creature. Hit: 13 (3d8) necrotic damage, and the target can't regain hit points until the start of the brain's next turn. If the target is undead, it also has disadvantage on attack rolls against the brain until the end of the brain's next turn.
The brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 17 (3d8 + 4) psychic damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The brain's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: chill touch (see "Actions" below), detect thoughts, mage hand, zone of truth
3 each/day: charm person, hold person
1 each/day: compulsion, hold monster, sleep (3rd-level version), Tasha's hideous laughter