b'Svirf Siege Slug \n'b'  Huge   beast ,  unaligned  \n'b' Armor Class 8  Hit Points  142 (15d12+45)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 22 (+6) DEX:  6 (-2)  CON:  17 (+3)  INT:  1 (-5)  WIS:  10 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  bludgeoning  Senses   darkvision  60 ft., passive  Perception  10  Languages  \xe2\x80\x93  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Bred for Convenience . While svirf siege slugs are notoriously stupid and foul-tempered, they have been bred over generations to understand and heed the commands of  svirfneblin . Any attack the siege slug performs against a  svirfneblin  suffers from disadvantage, as something within the creature refuses to  attack  the beings it was bred to serve. \n'b'  Mobile Siege Platform . Siege slugs have a stretch of skin on their back where they simply have no nerves-this section was specifically bred into the creature to allow  svirfneblin  not only to place whole regiments on their backs: The tissue is surprisingly sticky, allowing  svirfneblin  to erect siege platforms and weapons on the back of svirf siege slugs. \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 25 (3d12+6) bludgeoning damage, plus 17 (5d6) acid damage. \n'b'  Spit Acid .  Ranged Weapon Attack : +1 to hit, range 100 ft., one target.  Hit : 28 (8d6) acid damage. \n'b'  About \n'b' With the troubles of Svirfdozers indelibly marking the history of  svirfneblin , there is a sensible aversion to the creation and use of mechanical vehicles. After the fall of the last network of Amber Roads during the Confluence, most undergnomes have taken to adapting the Underworld to their advantage and developed a pervading fondness for riding slugs. Virtually every  svirfneblin  enclave, regardless of its technological prowess, boasts stables and pens of mollusc mounts for traversing the endless caves of Aventyr.'