Large Construct, Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 11
Languages understands all languages but can’t speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Creature Sense. The collector is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Immutable Form. The collector is immune to any spell or effect that would alter its form.

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

Psychic Absorption. Whenever the collector is subjected to psychic damage, it takes no damage and instead regains a number of hit points equal to the psychic damage dealt.

Shutdown. If targeted by dispel magic, the collector must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.

Unusual Nature. The collector doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The collector makes two Slam attacks.

Tentacles. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 18) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +10 to hit, reach 5 ft., one incapacitated Humanoid grappled by the collector. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the target’s body dies as the collector extracts the target’s brain and turns it into a brain in a jar. The brain in a jar then appears on the collector’s back, the collector can carry up to 5 brains at once (a brain in a jar can be removed from the collector’s back with a DC 15 Strength check or a DC 10 Dexterity (Sleight of Hand) check or a DC 5 with thieve’s tools). If the collector is already carrying 5 brains, a new brain in a jar is instead placed in an unoccupied space within 5 feet of the collector. As a bonus action the collector can remove 1 brain in a jar from it’s back and place it in an unoccupied space within 5 feet of the collector.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) psychic damage.

Description

A Brain Collector resembles a robotic chuul with green cylinders on its back, they were built by mind flayers to harvest and preserve brains for later consumption.

Monster Tags: Mind Flayerconstruct

Habitat: UnderdarkUrban

Charlesaurus

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