b'Toxic Eradicator \n'b'  Large   ooze ,  neutral evil  \n'b'  Armor Class  15  Hit Points  123 (13d10 + 52)  Speed  fly 40 ft.\n'b' STATS STR: 3 (-4) DEX:  20 (+5)  CON:  18 (+4)  INT:  2 (-4)  WIS:  6 (-2)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks. \n'b' Damage Immunities poison  Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  poisoned ,  prone ,  restrained   Senses  blindsight 60 ft. (blind beyond this radius), passive  Perception  8  Languages  understand Jagladine but can\xe2\x80\x99t speak  Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Mephitic Smog . The toxic eradicator surrounds itself with a 30-foot radius of churning smog. The smog spreads around corners, and its area is lightly obscured. Any creature that starts its turn in that area must succeed on a DC 16  Constitution  saving throw or be  poisoned  until the start of its next turn. While  poisoned  in this way, the creature can take either an action or a bonus action on its turn, not both, and can\xe2\x80\x99t take  reactions . \n'b'  Vaporous Form . The toxic eradicator can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing and has disadvantage on saving throws related to strong winds. \n'b'\n'b' ACTIONS \n'b'\n'b'  Engulf . The toxic eradicator envelops a single creature within its area. The creature must succeed a DC 17  Dexterity  save or take 28 (8d6) poison damage and is  grappled  (escape DC 17). Until the grapple ends, the creature must make a DC 16  Constitution  save at the beginning of each of its turns, taking 14 (3d6) poison damage on a failed save, or half as much on a successful one. \n'b'  Pinpoint Poisoner (3/Day) . The toxic eradicator dispels any effect within its mephitic smog\xe2\x80\x99s area that provides temporary resistance or immunity to poison. In addition, creatures within the smog\xe2\x80\x99s area have disadvantage on saving throws against the smog\xe2\x80\x99s poison for the next 1d4 rounds. \n'b'\n'b' ABOUT \n'b' Created as a living bio-weapon by jagladine scientists, the aptly named toxic eradicator was initially developed to purge the unsuccessful or dangerous results of jagladine tampering and experimentation. The toxic eradicator was designed with just enough intelligence to slavishly obey its masters but with more than enough cunning to make it a relentless hunter of its victims. The main inbuilt limitation of the toxic eradicator is that its only attack vector is poison. Any creature which is immune to poison is completely safe from a toxic eradicator\xe2\x80\x99s attack, a fact that the toxic eradicator has been bred to recognize. Genetically programmed to kill, a toxic eradicator focuses its attacks on a single opponent and only retreats if all of its remaining foes are seemingly immune to its poison. In combat, it uses its pinpoint poisoner ability against a foe that it sees performing certain actions, such as drinking something, reading a scroll, or casting a spell, and afterwards seems immune to its attacks. Without orders to follow, a toxic eradicator usually finds an indoor or underground area, ideally one with small cracks or vents that it can use to move through and lurks there waiting for more victims.'