Large Construct (Any Race), Lawful Evil
Armor Class 19 Natural, Light, Heavy
Hit Points 120 (12d12 + 12)
Speed
STR
12 (+1)
DEX
10 (+0)
CON
19 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws INT +9, WIS +9
Damage Resistances All
Condition Immunities Frightened, Incapacitated
Senses Passive Perception 15
Languages All languages
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Electrokinesis - Controls electromagnetic waves with his mind and can control surrounding items and (possibly) players.

Spellcasting. The Brainfish is a 5-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The Brainfish has following [class name] spells prepared:
Cantrips (at will): Electric abilities
1st-5th level (# slots): Shocking grasp, Lightning bolt, Lightning ring

Actions

Action Name. Unarmed strike

Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 5ft., 1 target. Hit: 3 (8d10 + 12) shocking damage. 

Action Ranged Attack. RangedWeapon Attack: +8 to hit, range 50 ft., 1 target. Hit: 3 (6d10 + 2) shocking damage.

Bonus Actions

If the party is too close to each other, the brainfish is allowed to create of pulse of electromagnetism that explodes in a space, damaging the party.

Reactions

Reaction Name. Hostile - The party and brainfish must commit combat or dialogue of hostile nature.

Passive - The party is either allowed to pass brainfish unscathed or they commit dialogue of passive nature.

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

The brainfish is a brain in a jar that the players find in a room with a motherboard that they commit to a fight or dialogue that offers the party must be committed to.Una

Lair and Lair Actions

The Brainfish's lair is a large, open, and circular room with the Brainfish at the center of the room. His capsule is secured on a raised, metal post that supports his attack and health abilities. The room is completely empty aside from the metal floors and walls to indicate the lack of interest in adornments that the Brainfish has and his shear focus on intellectual abilities. Also, the Brainfish is severally disabled, even with his robotic extensions, which is why none of the rest of the room is interactive. Lastly, the open room gives him plenty of room to throw his opponents around using his electrokinesis.

Lair Actions 

  1. Lair action 1: Temporary Blinding. This action allows the Brainfish to send a surplus of energy to the lights in the room so they shine extremely bright for a few seconds. This causes the players to be temporarily distorted and can negatively influence the ability of the players to successfully attack the Brainfish on their first move
     
  2. Lair action 2: Due to the entire room being metallic, the Brainfish can discharge electricity into the floor which causes all players to take damage if they are unable to properly react to this move

 

 

Monster Tags: construct

Habitat: Underdark

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