Sources
CR
Type
Size
Alignment
Movement

Brain in a Jar

Medium Undead, Any alignment

Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 0 ft.
STR
1
-5
DEX
1
-5
CON
15
+2
INT
19
+4
WIS
10
+0
CHA
15
+2
Saving Throws INT +7, CHA +5
Damage Immunities necrotic, poison, psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 6 (2,300 XP)

Traits

Detect Sentience. The brain in a jar 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.

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

Spellcasting

Innate Spellcasting (Psionics). The brain in a jar's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, mage hand, zone of truth

1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter

3/day each: charm person, command, hold person

Actions

Mind Blast (Recharge 5–6). The brain in a jar 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 13 (2d8 + 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.