Psionic Absorption. Whenever the Brain Golem takes psychic damage, the Brain Golem takes no damage and instead regains hit points equal to the amount dealt.
Innate Spellcasting. The Brain Golem can cast certain spells innately. Its spellcasting ability is intelligence (spell save DC 15, +4 to hit with spell attacks), the Brain Golem can cast the following spells without requiring any components:
(at will): Mind Sliver, Intellect Fortress,
(2/day each): levitate, Magic Jar(it's head capsule as the jar), Charm Person
Multiattack. The Brain Golem makes two slam attacks.
Psionic Discord(Recharge 6). Each creature within 60ft., of the Brain Golem must make a DC 15 Wisdom saving throw or take 3d4 psychic damage and cannot concentrate on spells for one minute.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 16 (3d8 + 4) bludgeoning damage.
Briny Blood. In reaction to taking more than 5 fire damage, each creature within 5ft of the Brain Golem must make a DC 14 Dexterity saving throw or take 6 (2d6) fire damage as the briny fluid spontaneously combusts.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Created by mad scientists, Brain Golems consist of a robotic body with a glass jar containing a brain as a head. This head is often the Brain of a wizard or scholar as their intelligence allows it's life to be prolonged and gain the use of psionics to their advantage. While Brain Golems follow their commands, they do have the capability to accomplish other things while doing their tasks, often employing low level bandits and spies to bring news of the outside world.
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.
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