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 and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Psychic Nourishment. Whenever the golem is subjected to psychic damage, it instead takes no damage and is healed for the amount instead.
Telepathically Controlled. The golem can only be controlled through telepathy from a mind flayer, elder brain, or some other telepathic creature acting at the behest of an illithid colony. Brain golems are incapable of harming any such creatures.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 5 (1d10) psychic damage. Additionally, creatures struck by this must make a DC 15 Intelligence saving throw or have their Charisma score lowered by 1d6 points as it saps away their willpower. If a creature is reduced to 0 Charisma in this way, it becomes incapacitated until it regains at least one point of Charisma. Their Charisma score can be regained via a greater restoration, or they can regain 1d6 Charisma points at the end of each long rest.
Mind Burst (Recharge 5-6). The brain golem unleashes a shockwave of psionic energy in a 20 foot radius . Each creature of the golem's choice within the area must make a DC 15 Intelligence saving throw. On a failed save, creatures take 55 (10d10) psychic damage and they are stunned. On a successful save creatures take only half damage and are not stunned.
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