Small Construct (Elemental), Neutral
Armor Class 7
Hit Points 16 (4d8)
Speed 20 ft., Flying (Hover)
STR
1 (-5)
DEX
1 (-5)
CON
1 (-5)
INT
23 (+6)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws INT +8
Damage Immunities Psychic
Condition Immunities Paralyzed
Senses Blindsight, Truesight, Passive Perception 16
Languages All Languages
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Babel Telepathy. The Boltzman Brain can communicate telepathically with any creature within an 80 foot radius. It speaks and understands all Languages.

Lucky. Initiative rolls +5

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

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

Actions

Wet Noodle. The Boltzman Brain cannot make Melee Weapon Attacks.

Spell Adept. The Bolztman Brain can concentrate on 2 spells at once and can cast 2 levelled spells per turn.

Spellcasting. The Boltzman Brain is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16). The Boltzman Brain has the following Wizard spells prepared:
Cantrips (at will): detect magic, mage hand, friends
1st level (3 slots): color spray, fog cloud, sleep
2nd Level (3 slots): vortex warp, silence, dispel magic
3rd level (2 slots): create food and water, major image
4th level (2 slots): hallucinatory terrain, watery sphere
5th level (2 slot): telekinesis, mislead
6th level (1 slot): mass suggestion
7th level (1 slot): project image
8th level (1 slot): antimagic field (casting this causes the Boltzman Brain to self destruct unless it appeared randomly.)
9th Level (1 slot): invulnerability

Reactions

Self Preservation. (2/day): As a reaction when a creature attacks it, the Boltzman Brain may cast misty step at will without provoking an opportunity attack.

 

Description

A floating fragile bubble with a fully formed humanoid brain inside. The brain is pure intelligence and has nearly no capacity for defense or attack. It knows all languages and can communicate with creatures telepathically. 

It cannot see or hear normally and has no limbs to interact with the world. (Other than mage hand). It experiences our realm much in the way we would experience a dream or a hallucination.

When a Boltzman Brain is created, it has a fully formed personality and fully believes in its own autonomous existence. 
A DM can give the monster a random attitude by using the NPC Interaction Traits table (on page 90 of the Dungeon Master's Guide.)

 

Previous Versions

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