b'Brain of an Imprisoned Demon \n'b'  Tiny   fiend ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  103 (23d4 + 46)  Speed  5 ft.\n'b' STATS STR: 5 (-3) DEX:  16 (+3)  CON:  14 (+2)  INT:  21 (+5)  WIS:  15 (+2)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +5,  Intelligence  +9,  Wisdom  +6  Skills   Arcana  +13,  Deception  +7,  History  +13,  Persuasion  +7  Damage Resistances  cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   poisoned   Senses   blindsight  90 ft. (blind beyond this radius), passive  Perception  12  Languages  all, telepathy 120 ft.  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'   Innate Spellcasting (psionics) . The brain\xe2\x80\x99s innate spellcasting ability is  Intelligence  (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components. \n'b'   At will :  mage hand ,  levitate ,  prestidigitation ,  telekinesis  \n'b'  3/day each :  arcane eye ,  confusion  \n'b'  1/day :  dominate person  \n'b'   Shielded Mind . The brain is immune to  scrying  and to any effect that would sense its emotions, read its thoughts, or detect its location. \n'b'  Actions \n'b'   Multiattack . The brain uses its Brain Lock and makes three Mental Blast attacks. \n'b'  Mental Blast .  Ranged Spell Attack : +9 to hit, range 90 ft., one target.  Hit : 18 (4d8) psychic damage. \n'b'  Brain Lock . The brain targets one creature it can see within 30 feet. That creature must succeed on a DC 17  Intelligence  saving throw or its  Intelligence  score is reduced by 1d4. The target is incapacitated if this reduces its  Intelligence  to 0. Otherwise, the reduction lasts until the target finishes a short or  long rest . \n'b'  Concussion (recharge 5-6) . The brain chooses a point it can see within 90 feet of it. Each creature within 10 feet of that point must make a DC 17  Dexterity  saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it is also knocked  prone .'