Large construct, Lawful Neutral
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 58 (9d8 + 18) |
| Speed | 20 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 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.
The brain in iron has advantage on saving throws against spells and other magical effects.
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.
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 each/day: charm person, command, hold person
1 each/day: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter