Gargantuan Swarm of Small constructs, Chaotic Neutral
Armor Class 30 Titanium alloy
Hit Points 1230 (56d20 + 56)
Speed 20 ft., Burrow 20 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws DEX +19, CHA +19
Skills Intimidation +0
Damage Vulnerabilities Necrotic
Damage Resistances Acid
Damage Immunities Bludgeoning, Lightning, Psychic
Condition Immunities Charmed, Exhaustion
Senses Blindsight, Passive Perception 5
Languages Abyssal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Posion spray:  at will, #567 can release a cloud of poison gas in a five foot radius. Any creature caught within this radius gets 54 acid damage every 5 minutes it stays in  the cloud.

Spellcasting. #567 is a 9th-level spellcaster. Its spellcasting ability is charisma  spell save DC 24, +56 to hit with spell attacks . #567 has the following  spells prepared:
Cantrips (at will): posion spray, magic missile 

Actions

      Tail strike:

  Melee + 10 to hit, reach 20 ft, hit: 54 slashing damage. On a hit, roll a d20. On a one to ten, the spikes on #567’s tail gets imbedded in the target. Every five minutes it stays imbedded in the target, it deals 2d10 posion damage.

Claw:

Melee + 10 to hit, reach 5ft, hit: 20 piercing damage.

Acid spit:

#567 spits acid in a 60 foot cone around it. Any creatures caught in that cone take 34 acid damage. Every additional minute the creature stays in the cone it takes 20 more acid damage.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

#567 looks like a giant metal cube with sensors and wires all over it. When activated, it turns into a massive six-legged monstrosity with armor plating 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

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.

Monster Tags: abberationAny

Habitat: ArcticMountainSwampUnderwater

ChildOfStardust

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