Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Deep Speech, telepathy 120'
Resistances & Immunities
Traits
Colony Cluster
Consists of Huge central spire and 3 Small clusters. Each cluster acts on coral’s turn and shares its move allowing spire and clusters to swim total of 120' on coral’s turn. Cluster can’t move more than 120' from spire. Cluster over 120' away from spire for over 24 hrs enters dormant state becoming new brain coral after 30 days. Brain coral and its clusters share hp and damage dealt to cluster or spire reduces shared total. If more than one section of coral is included in damaging spell or effect (ex: Dragon’s breath weapon or lightning bolt spell) coral makes one save and takes damage as if only one section was affected. When coral takes 15+ damage in one turn cluster is destroyed. At end of its turn if coral took damage on previous turn it can expel one new cluster from spire per 15 damage it took. Can’t have more than 5 clusters active at a time.
Water Breathing
Can breathe only underwater.
About Brain Coral
Brain Coral is a huge aberration with a Challenge Rating of 5. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 119 hit points (derived from 14d12+28).
Brain Coral has communication capabilities including Common, Deep Speech, telepathy 120'. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Brain Coral
2 tips available
GM Tips: Using Brain Coral
When using Brain Coral in your D&D 5e campaign, consider these tactical approaches:
-
Aquatic Combat: This creature can swim at 120 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
-
Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Brain Coral
2 strategies available
Player Guide: Facing Brain Coral
When your party encounters this creature, keep these strategies in mind:
-
Aquatic Combat Defense: This creature can swim at 120 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
-
Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 5.
Solo Encounter:
A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 3,000 XP
- Hard: 4,500 XP
- Deadly: 6,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Brain Coral?
- Brain Coral has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
- What type of creature is Brain Coral?
- Brain Coral is a Huge Aberration, which affects how certain spells and abilities interact with it.
- What languages does Brain Coral speak?
- Brain Coral can communicate in Common, Deep Speech, telepathy 120'.
Related D&D 5e Content
Related D&D 5e Content
Explore more about aberration creatures and D&D 5e mechanics:
Related Creatures
Barbed Devil
Fiend · CR 5
Alchemist
Humanoid · CR 6
Azer Forgemaster
Elemental · CR 4
Blackguard
Humanoid · CR 5
Cambion
Fiend · CR 5
Abominable Snowman
Monstrosity · CR 4