Brain in a Jar

Medium undead, Any alignment

Armor Class11 (natural armor)
Hit Points58 (9d8 + 18)
Speed0 ft.
STRDEXCONINTWISCHA
1 (-5) 1 (-5) 15 (+2) 19 (+4) 10 (+0) 15 (+2)
Saving ThrowsCha +5, Int +7
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiesnecrotic; poison; psychic
Condition Immunitiescharmed; exhaustion; frightened
Sensesdarkvision 60 ft., passive Perception 10
Languages—
Challenge6

Traits

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.

Innate Spellcasting (Psionics)

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