Gargantuan Swarm of Large oozes, Typically Chaotic Evil
Armor Class 18 natural
Hit Points 350 (22d20)
Speed 10 ft., Walk 10 ft., Walk 10 ft., Walk 10 ft., Walk 10 ft., Walk 10 ft., Walk 10 ft., Walk 10 ft., Walk 10 ft., Walk 10 ft., Walk 10 ft.
STR
30 (+10)
DEX
12 (+1)
CON
30 (+10)
INT
16 (+3)
WIS
14 (+2)
CHA
1 (-5)
Saving Throws CON +18
Damage Resistances Acid
Damage Immunities Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Grappled, Prone, Restrained, Unconscious
Senses Passive Perception 13
Languages - none
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name.acid spray    MELEE Attack. Melee Weapon Attack: +10 to hit, reach #20ft., 3 target. Hit: 53 (10d#6+10 [acid] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary action acid rain (Costs 2 Actions). Enter the description for your legendary action. the black monstrosity shakes acid in a 30 foot radius must make a dc 21 dexterity saving throw or take 5d12 acid damage. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This hulking monstrosity live's off organic matter.

Lair and Lair Actions

A tall stone pyramid on a island of marsh.

Lair Actions

On initiative count 10 (losing 3 initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [black monstrosity] can’t use the same effect two rounds in a row:

  • acid come's out of hole's in the wall's doing 6d6 acid damage.
  • the black monstrosity teleport's out of it lair and it's lair flood's with acid doing 20d10 acid damage as the door close's it's lair is destroyed.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Swamp

SirLordDungeonFighter

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