Brain In A Jar Species in KELLDORIA (DRAGON REALMS) | World Anvil
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Brain In A Jar

Brain In A Jar

  Through an Eldritch Ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires.   A brain in a jar can speak without vocal cords, psionically projecting its disembodied voice outward for all to hear. It enjoys conversation so much that it is prone to talking for hours on end, sometimes to itself if there are no others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation.   Being divorced from one's body can tax the mind, and the longer a brain in a jar exists, the more likely some form of insanity will take hold of it. A brain in a jar is particularly susceptible to dementia, schizophrenia, and paranoia.  

Immortal Vessels

  The brain floats in a jar of solution, pulsating as it reacts to its surroundings. Some brains have been known to thump against the walls of their containers when excited or vexed. A jar's metal casing might be rusty but serviceable, or an elegantly wrought masterwork, depending on its creator. A brain in a jar weighs roughly one hundred and twenty five pounds (125 lbs).    

Elaborate Brain Jar

 
Brain Jar by forgottenrealms.fandom

Basic Information

Anatomy

Undead, Brain In A Jar: A brain in a jar is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. A jar's metal casing might be rusty but serviceable, or an elegantly wrought masterwork, depending on its creator. A brain in a jar weighs roughly one hundred and twenty five pounds (125 lbs).

Additional Information

Perception and Sensory Capabilities

  • Blindsight 120ft (Blind beyond this radius), 
  • Passive Perception 10, and 
  • Detect Sentience; see below

Civilization and Culture

Major Language Groups and Dialects

The languages it knew in life.
Brain In A Jar by forgottenrealms.fandom
Origin/Ancestry
Undead (Brain In A Jar)
Lifespan
Immortal (Undead)
Average Weight
A brain in a jar weighs roughly one hundred and twenty five pounds (125 lbs).


Cover image: Brain In A Jar by forgottenrealms.fandom

Brain In A Jar CR: 3 (700XP)

Small undead, any
Armor Class: 11 (Natural Armour)
Hit Points: 55 (10D6+20)
Speed: 0 ft , fly: 10 ft , can hover

STR

1 -5

DEX

3 -4

CON

15 +2

INT

19 +4

WIS

10 +0

CHA

15 +2

Saving Throws: Intelligence +6, and Charisma +4.
Damage Immunities: Poison.
Condition Immunities: Exhaustion, Paralyzed, Poisoned, and Prone.
Senses: Blindsight 120ft (Blind beyond this radius), and Passive Perception 10; see also "Detect Sentience" below.
Languages: The Languages it knew in Life.
Challenge Rating: 3 (700XP)

Innate Spellcasting (Psionics)

The brain's innate spellcasting ability is Intelligence (Spell Save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components.    

At will:
  • Chill Touch (see Actions below),
  • Detect Thoughts,
  • Mage Hand, and
  • Zone of Truth.
 

1/day:
  • Compulsion,
  • Hold Monster,
  • Sleep (3rd-level version), and 
  • Tasha's Hideous Laughter.
 

3/day:
  • Charm Person, and
  • Hold Person.
 


Detect Sentience

The brain 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 has Advantage on Saving Throws against Spells and other Magic Effects.    

Unusual Nature

The brain doesn't require Air, Food, Drink, or Sleep.      

Actions

Chill Touch (Cantrip)

Ranged Spell Attack: +6 To Hit Range 120ft, One Creature. Hit: 13 (3D8) Necrotic Damage, and the target can't regain Hit Points until the start of the brain's next turn. If the target is undead, it also has Disadvantage on Attack Rolls against the brain until the end of the brain's next turn.    

Mind Blast (Recharge 5-6)

The brain magically emits Psychic Energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence Saving Throw or take 17 (3D8+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.  

Comments

Author's Notes

The Original Article from Icewind Dale Rime of The Frost Maiden (WoTc)


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