Living Brain (5e Creature)

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Tiny aberration, neutral evil


Armor Class 6 (natural armor)
Hit Points 63 (18d4+18)
Speed 0 ft.


STR DEX CON INT WIS CHA
3 (-4) 1 (-5) 13 (+1) 20 (+5) 15 (+2) 16 (+3)

Saving Throws Wis +5, Cha +6
Skills Deception +6, History +8, Insight +5, Perception +5, Persuasion +6
Damage Resistances psychic
Condition Immunities charmed
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15
Languages lamordian, balok, darkonese, telepathy 120 ft.
Challenge 7 (2,900 XP)


Empathic Field. The Living Brain can perceive the emotions of creatures within 60 feet of it, and it can't be surprised.

Innate Spellcasting (Psionics). The Living Brain's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

3/day each: charm person, command, globe of invulnerability, sleep

2/day each: hold person, modify memory, suggestion

1/day each: dominate, fear, mass suggestion, sleep

Regeneration. While submerged in its fluid bath, the Living Brain regains 5 hit points at the start of each of its turns. It can't be killed until it is reduced to 0 hit points outside of its jar.

ACTIONS

Multiattack. The living brain casts a spell and then does a psychic bolt attack.

Psychic Bolt. Ranged Spell Attack: +8 to hit, ranged 60 ft., one creature. Hit: 10 (1d10 + 5) psychic damage.

Mental Blast (Recharge 5-6). The Living Brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 27 (5d8 + 5) psychic damage.

Protective Shell (3/Day). The Living Brain surrounds itself in a wall of psychic force, increasing its AC by 10 for 10 minutes.


At 18 years, Rudolph Von Aubrecker was nearly killed in a shipwreck. His battered body was brought to Dr. Mordenheim. The doctor quickly realized the youth was beyond medical aid, but was determined to put the brain of the dying noble to some use. The doctor removing the organ and placed it in a bubbling vat for study. Over the course of several weeks, Mordenheim experimented with the brain, hooking it up to electrodes and testing the effects of different fluids in the sustaining chemical bath. These exotic process unlocked its latent psionic powers, allowing it to control the weak willed. Von Aubrecker, increasingly aware of his surroundings and no longer desirng to be a lab specimen, took control over a servant and had it escort him from Schloss Mordenheim.

Brain Guy. Now known as the Living Brain, the abomination resides in Port-a-Lucine in Dementlieu, commanding a sizable organized criminal organizations, comprised of many psionically-dominated criminals.

Darklord versus Crimelord. In the years since its arrival in Dementlieu, the Living Brain has clashed with the domain's darklord Dominic d’Honaire (or Saidra d'Honaire, whichever the DM prefers) several times. The two are now hated enemies who play an incredibly subtle game of cat and mouse as they each strive to destroy the other. The fact that d’Honaire has not yet been able to destroy his enemy is directly attributable to the cunning intelligence of Aubrecker and the care that it takes to protect itself from discovery. Further, d’Honaire has never seen the Living Brain and does not yet understand the true nature of his enemy. Indeed, the lord of Dementlieu is fairly certain that he opposes a man who, like himself, is a master of the hypnotic arts. That his enemy might be the result of an unhallowed operation by a brilliant mad scientist in another land has not occured to him.

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