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Brain in a Jar
Huge Fiend (Demon), Chaotic Evil
Armor Class 12                  (natural armor)
Hit Points Max Possible: 165 | (15d8 + 45)
Speed 0 ft., fly  80 ft.(hover)
STR
1 (-5)
DEX
10 (+0)
CON
16 (+3)
INT
20 (+5)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws INT +6, CHA +4
Skills Intimidation +15, Perception +15
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Truesight 150 ft., Passive Perception 18
Languages All, Telepathy 150 ft.
Proficiency Bonus +4
Traits

Unusual Nature Brain in a Jar doesn't require air, food, drink, or sleep.

Detect Sentience Brain in a Jar can sense the presence and location of any creature within 300 feet.

Magic Resistance. Brain in a Jar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Brain in a Jar makes a Mind Blast and casts one spell each turn.

Mind Blast. The brain magically emits a psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take (2d8+5) 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.

Innate Spellcasting. The Brain casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: detect thoughts, mage hand, zone of truth, charm person, hold person, compulsion, hold monster, and sleep.

3/day each: dispel magic , fear , Tasha's hideous laughter

1/day: teleport

Bonus Actions

Chill Touch. Whenever the Brain is hit with a melee attack the attacker takes (3d8) necrotic damage, and the target can't regain hit points until the start of the Brain's next turn.