Medium Construct, Lawful Evil
Armor Class 15 (natural armor)
Hit Points 50 (8d8 + 14)
Speed 40 ft.
STR
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
12 (+1)
WIS
11 (+0)
CHA
10 (+0)
Damage Immunities Poison
Condition Immunities Blinded, Exhaustion, Paralyzed, Petrified, Poisoned
Senses Blindsight 60, Passive Perception 10
Languages Deep Speech understands but can't speak, Telepathy 60 ft.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

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

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

Detect Sentience. The assault 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.

Death Burst. When the assault brain dies, it explodes. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The assault brain makes two Shocking Touch attacks.

Shocking Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target (the assault brain has advantage on the attack roll if the target is wearing armor made of metal). Hit: 9 (2d6 + 2) lightning damage. 

Static Discharge (Recharge 5–6). If the assault brain has not moved this turn, the assault brain discharges a lightning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw (with disadvantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Recharge is rolled at the end of the assault brain's turn to choregraph the charged blast.

 

Anderep602

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