Brain in a Jar

Small undead, Any alignment

Armor Class

11 (natural armor)

Hit Points

55 (10d6+20)

Speed

walk 0 ft., fly 10 ft.

Saves

Int +6, Cha +4

Damage Immunities

poison

Condition Immunities

exhaustion, paralyzed, poisoned, prone

Senses

blindsight 120 ft. (blind beyond this radius); see also "detect sentience" below

Languages

the languages it knew in life

Challenge

3

Detect Sentience

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.

Magic Resistance

The brain has advantage on saving throws against spells and other magic effects.

Unusual Nature

The brain doesn't require air, food, drink, or sleep.

Innate Spellcasting (Psionics)

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/Day each: charm person, hold person • 1/Day each: compulsion, hold monster, sleep (3rd-level version), Tasha's hideous laughter

Actions

Chill Touch (Cantrip)

Ranged Spell Attack: +6 to hit, range 120 ft., one target. 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.

Mind Blast (Recharge 5-6)

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 creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.