Amorphous. The swarm can move through a space as narrow as 1 inch wide without squeezing.
Antimagic Pulse. As a bonus action, the swam can exude a pulse of energy that disrupts magic. The pulse has a radius of 30 feet and a wisdom save DC of 22. If a target fails its save, the following happens:
If a spell is being concentrated on, it ends.
If no spell is being concentrated on, they lose one of their highest available spell slots as though a spell had been cast (or a prime spark with mana equal to caster level).
If there are no unspent spell slots, a consumable magic item (player's choice) is rendered inert (if one-use) or has a charge expended (if multi-use).
Antimagic Shield. The swarm has a shield against magic. Each slot level has a % chance equal to ten times the slot level of affecting the monster.
Magic Resistance. The swarm has advantage on saving throws against spells and other magic abilities.
Summon Bane. The swarm exudes an aura that prevents summoning, preventing all summons within 100 feet.
Multiattack. The swarm makes three pseudopod attacks.
Pseudopod. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage plus 7 (2d6) psychic damage.
Eat Item's Magic. The nanite swarm can react to a magic item being used (potion, scroll, wand, erc) by forcing the user to make a CHA save with a DC of 22 or have the item's use wasted (the item is expended and it's effect does not occur). If the ability fails, the monster's reaction is not used.
The monster has 3 legendary actions
Pseudopod attack: The monster can make 1 pseudopod attack
Antimagic Bolt: The monster can make 1 target within 60 feet save as if using its antimagic pulse.
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