Large Construct, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 178 (17d10 + 85)
Speed 30 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
6 (-2)
WIS
11 (+0)
CHA
8 (-1)
Skills Perception +8
Damage Resistances Acid, Poison
Senses Darkvision 120 ft, Passive Perception 18
Languages Deep Speech understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Immutable Form. The Brawny brain is immune to any spell or effect that would alter its form.

Magic resistance. The Brawny brain has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Brawny brain's weapon attacks are magical.

Damage Immunities. Bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine.

Actions

Multiattack. The brawny brain makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) [bludgeoning] damage. 

Mind Wave (recharge 5-6). The brawny brain psionically emits energy in a 60-foot cone.  Each creature in that area must succeed on a DC 15 intelligence saving throw or take 22 (4d8 + 4)psychic damage and be stunned for 10 rounds.  A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Brawny Brains are the result of Illithid who experiment with altering other races to serve the Mother Brain.  Hulking walking brains, the brawny brain is just a walking muscle and brain. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: construct

Habitat: Underdark

Mercers_apprentice

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