b'Brain in a Jar \n'b'  Family:   Clockwork  \n'b'  Small   undead ,  neutral evil  \n'b'  Armor Class  15 ( mage armor )  Hit Points  77 (14d8 + 14)  Speed  0 ft., fly 20 ft.\n'b' STATS STR: 1 (-5) DEX:  15 (+2)  CON:  13 (+1)  INT:  18 (+4)  WIS:  16 (+3)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +8,  Deception  +8,  Insight  +6,  Persuasion  +8  Damage Resistances  psychic  Damage Immunities  poison  Condition Immunities   poisoned   Senses  darkvision 60 ft., passive  Perception  13  Languages  Common, Deep Speech, telepathy 100 ft.  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The brain in a jar\xe2\x80\x99s spellcasting ability is  Intelligence  (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  command ,  mage hand  \n'b'  1/day :  dominate person ,  suggestion ,  telekinesis  \n'b'\n'b' ACTIONS \n'b'\n'b'  Telekinetic Projectile .  Ranged Weapon Attack : +8 to hit, range 120 ft., one target.  Hit : 11 (2d6 + 4) bludgeoning, piercing, or slashing damage. The brain in a jar hurls a nearby object at the target; the type of damage depends on what the object is (GM\xe2\x80\x99s discretion). \n'b'  Psychic Strike .  Ranged Spell Attack : +8 to hit, range 60 ft., one target.  Hit : The brain in a jar can choose one of the following effects, with the target allowed a DC 16  Wisdom  saving throw.\n'b'\n'b'\n'b'  Ego Whip : The target cannot take bonus  actions  or  reactions  and has disadvantage on  Intelligence  and  Charisma  checks and saving throws for 1 minute if it fails its saving throw, or 1 round on a successful save. The target can attempt a new saving throw each round at the end of its turn to end the effect. \n'b'  Id Insinuation : The target is confused (as a  confusion ) spell for 1 minute. The target can attempt a new saving throw each round at the end of its turn to end the effect. \n'b'  Inflict Pain : The target is treated as if  poisoned  for 1 minute on a failed save or has disadvantage on  attack  rolls for 1 round on a success. The target can attempt a new saving throw each round at the end of its turn to end the effect; disadvantage from the  poisoned  condition does not affect this saving throw. This affects living creatures immune to poison but has no effect on creatures immune to psychic damage or immune to being  charmed  or  frightened . \n'b'  Mental Block : The target\xe2\x80\x99s access to its trained skills and memories is lost for 1 round on a failed saving throw. Each round thereafter at the beginning of its turn, the target can attempt a new saving throw. The effect ends on a success; if failed, the effect persists for 1 more round (maximum 1 minute). While affected by the mental block, the target\xe2\x80\x99s its proficiency bonus is reduced to 0 for all purposes other than saving throws and it cannot use feats or cast spells or activate magic items or use other magical abilities. \n'b'  Mind Thrust : The target takes 22 (5d8) psychic damage, or half as much on a successful save. \n'b'\n'b'  Unliving Master (Recharge after Long Rest) . The brain in a jar can  command  up to 14 Hit Dice of undead creatures or constructs within 30 feet, though none can have more than 7 Hit Dice. These creatures can resist its control with a DC 16  Wisdom  saving throw. If failed, they are  charmed  by the brain in a jar for 7 days. Creatures with  Intelligence  5 or greater can attempt a new saving throw after 24 hours and every 24 hours thereafter to end this effect. The brain in a jar can attempt to control new undead or constructs; if it succeeds and this would bring the total Hit Dice of controlled creatures over 14, it can end the charm for one or more previously controlled creatures to bring the total to 14 or less. Creatures the brain in a jar controls are connected to it by a  telepathic bond , even if their  Intelligence  is 2 or lower. \n'b'\n'b' ABOUT \n'b' These vile creatures are hideous mental monstrosities preserved beyond death in exotic alchemical solutions in containers of glass and crystal, with eldritch energies giving animation and awareness to deceased cerebral tissue. Their mental powers are considerable, though their physical remains are scarcely able to move encased as they are within their jars. Their minds retain considerable psychic potency, building on any they possessed in life but also unlocking psychic potential that may have gone untapped in their mortal years. The process is highly traumatic in any event, the stress leaving the creature\xe2\x80\x99s mental matrix fractured, hateful, and unstable. They work through minions whenever possible but lash out with telepathic and telekinetic fury when their plans are thwarted.'