Green Brain

Small plant (fungus), lawful evil

Armor Class 12
Hit Points 31 (9d6)
Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6 (–2) 13 (+2) 10 (+0) 7 (–2) 12 (+1) 16 (+3)

Damage Immunities psychic damage
Condition Immunities frightened, stunned, unconscious
Senses telepathy 60 ft., truesight 60 ft., passive Perception 11
Languages Common, Undercommon, Sylvan, telepathy
Challenge 2 (450 XP)

ACTIONS

  • Psychic Bolt. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 21 (4d8 + 3) psychic damage.
  • Psychic Waves (recharges after a short or long rest). The green brain emits a pulse of psychic energy at potential foes. The pulse affects all creatures with an Intelligence of 3 or higher that are within 30 feet of the green brain. Each creature that starts its turn within 30 feet of the green brain must succeed on a DC 13 Intelligence saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

ABOUT

Myconids and other creatures skilled at shaping plants grow green brains. These fleshy green brains are hidden behind the leaves of a large cauliflower-like plant. These small plant monstrosities lack ambitions or much personality, making them ideal systems to control the lesser-minded and weaker-willed servants of their creators. When threatened, the green brain uses its servants to defend itself, supplementing their attacks with its own powerful psychic powers.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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