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Brain Coral

Huge · Aberration · CR 5 · Neutral Evil

Armor Class
14 (natural armor)
Hit Points and Hit Dice
119 (14d12+28)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
6
-2
CON
14
+2
INT
18
+4
WIS
14
+2
CHA
10
+0

Overview

Category Monsters
Size Huge
Type Aberration
Alignment Neutral Evil
XP 1800
Initiative Bonus -2

Movement

Swim 120 ft (36.6 m)

Senses

Blindsight 120 ft (36.6 m)
Passive Perception 15

Saving Throws

Intelligence +5

Skills

Perception +2

Languages

Common, Deep Speech, telepathy 120'

Resistances & Immunities

Damage Immunities
psychic
Condition Immunities
blinded, charmed, deafened, frightened, poisoned, prone

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

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

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

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

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'.

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