Large Aberration, Any Alignment
Armor Class 18 plate
Hit Points 85 (10d10 + 30)
Speed 40 ft.
STR
19 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
18 (+4)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws CON +6, INT +7, CHA +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Exhaustion, Paralyzed, Poisoned
Senses Blindsight 120ft, Truesight 30ft, Passive Perception 10
Languages understands Common, Deep Speech, and Undercommon, telepathy 60ft
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Detect Sentience. The brain can sense the presence and location of any creature within 300ft of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Innate Spellcasting (Psionics). The Brain Guardian's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The Brain Guardian can cast the following spells, requiring no components:

At will:  detect thoughts, mage hand, zone of truth
3/day: charm person, hold person
1/day: compulsion, hold monster, sleep (at 3rd level), hideous laughter

Magic Resistance. The Brain Guardian has advantage on saving throws against spells and other magical effects.

Unusual Nature. The brain doesn't require air, food, drink, or sleep. 

Actions

Multiattack. The Brain Guardian makes two flail attacks.

Flail. Melee Weapon Attack: +7to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. 

Mind Blast (Recharge 5-6). The Brain Guardian magically emits psychic 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 1 minute. 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

Enter a general description for your monster here.

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: Mind Flayeraberration

Habitat: Underdark

cr8sRus

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