Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 156 (17d10)
Speed 30 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands Gith but can't speak
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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

Magic Resistance. The golem has advantage on saving throws against spells or other magical effects.

Aversion to Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Amorphous. The Brain golem can move through a space as narrow as 1 inch wide without squeezing.

Psychic Conduit. When the brain golem takes psychic damage, it instead redirects the psychic damage to each creature it has grappled. Each creature it is grappling takes half of the psychic damage, each creature it has absorbed takes the full psychic damage.

Actions

Multiattack. The golem makes two gyrus grapple attacks and uses Eat Memories. It can replace a pseudopod attack with an Absorb attack.

Gyrus Grapple. Melee Weapon Attack: +10 to hit. reach 5ft. one Medium or smaller target. Hit. 17(3d6+7) bludgeoning damage and 7(2d6) psychic damage and the target must make a DC 18 Grapple check or be grappled by the brain golem.

Absorb. The golem can attempt to absorb a creature into its body that it is grappling. The creature must make an Strength(Atheltics) check DC 20. On a fail, the creature is absorbed into the side of the creature.

While absorbed the creature is blinded and restrained, it has three quarters cover against attacks and other effects outside the golem, and it takes 21 (6d6) psychic damage at the start of each of the golem's turns. When the golem moves, the engulfed creature moves with it.

An absorbed creature can try to escape by taking an action to make a DC 20 Strength check. On a success, the creature escapes and enters a space of its  choice within 5 feet of the golem. The golem can absorb a total of 2 medium sized creatures, or 4 small creatures, or 1 large.

Eat Memories. The golem targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom Saving throw or take 44(8d10) psychic damage and become memory drained until it finishes a short or long rest or until the benefits from the Greater Restoration or Heal. Creatures grappled or absorbed by the golem have disadvantage on the Wisdom saving throw to resist.

While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: d4 becomes a d6, d6 becomes a d8 and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.

When a golem causes a target to become memory drained, the Elder Brain learns all the memories collected by the golem and they are inserted into the hive mind.

 

Kram6275

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