Large Aberration, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 10 ft., Swim 40 ft.
STR
20 (+5)
DEX
15 (+2)
CON
16 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws INT +7, WIS +6, CHA +6
Skills Arcana +7, Insight +6, Perception +6, Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 20
Languages Abyssal, Common, Draconic, Primordial, Telepathy 120 ft., Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Brain Collection. The brain collector can store up to ten humanoid brains and use them to enhance its knowledge and power. The destruction of these brains causes the brain collector to lose some of its magical power. Each brain can be attacked (AC 20: 15 hit points). Destroying a single brain deals no damage to the brain collector, but causes it to lose 1d4 unused spellcasting slots, starting with the highest level.


Cerebral Power (Recharge 6). The brain collector uses the power of its collected brains to supercharge its magic. The brain collector can use this ability as a bonus action to cause the target of one of its spells to make any saving throws against the spell at disadvantage.


Magic Resistance.
The brain collector has advantage on saving throws against spells and other magical effects.


Spellcasting. The brain collector is a 10-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The brain collector has the following spells known:
Cantrips (at will): acid splash, dancing lights, fire bolt, mage hand, minor illusion, prestidigitation
1 level (4 slots): detect magic, ray of sickness, shield
2 level (3 slots): hold person, invisibility, mirror image
3 level (3 slots): counterspell, lightning bolt 
4 level (3 slot): confusion, polymorph
5 level (2 slots): dominate person

Actions

Multiattack. The brain collector makes three attacks: one with its bite and two with its claws.


Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.


Collect Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the brain collector. Hit: The target takes 55 (10d10) slashing damage. If this damage reduces the target to 0 hit points, the brain collector kills the target by extracting and collecting its brain

Reactions
 
Legendary Actions

The brain collector can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The brain collector regains spent legendary actions at the start of its turn.

Detect. The brain collector makes a Wisdom (Perception) check.

Claw. The brain collector makes one claw attack.

 
 
 
 
MasterBlasterJamming

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