Brain in an Armored Jar
Small natural animate
Level 9 Artillery XP 400
Initiative +7 Senses Perception +6; Darkvision
HP 77; Bloodied 38
AC 22; Fortitude 20, Reflex 18, Will 20
Speed fly 6 (hover)
Slam (standard, at-will)
+12 vs AC; 1d6+4 damage.
Psychic Overload (standard, recharge
Ranged 8; +12 vs Will; the target loses a healing surge, and the brain in an armored jar makes a secondary attack against another creature in range.
Secondary Attack +10 vs Will; the target takes psychic damage equal to the first target's healing surge value.
Electrical Discharge (standard, at-will) Lightning
Close burst 3; +14 vs Reflex; 1d10+4 lightning damage, and the target is dazed (save ends). Miss: Half damage, and the target is not dazed.
Alignment Evil Languages Common, telepathy
Skills Intimidate +9
Str 18 (+8) Dex 17 (+7) Wis 15 (+6)
Con 17 (+7) Int 18 (+8) Cha 10 (+4)
Published in Open Grave, page(s) 140.