Jormungandr

CR 24 solo

gargantuan monstrosity (titan), neutral evil

Armor Class: 18 (Natural Armor)
Hit Points: 546 (28d20+252)
Speed: 20ft, 120ft swim
STR
28 (+9)
DEX
24 (+7)
CON
28 (+9)
INT
8 (-1)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws: STR +17 CON +17 INT +7 WIS +10
Skills: Perception +10 Athletics +17
Damage Resistances: Necrotic, Cold
Damage Immunities: Poison, Bludgeoning, Piercing, and Slashing from non-magical weapons.
Condition Immunities: Charmed, Stunned, Paralyzed, Poisoned, Exhaustion, Prone, Restrained
Senses: Blindsight 120ft, Passive Perception 20
Languages: Understands Common, but cannot speak.

Magic Weapons: Jormungandr's melee attacks are magical and deal an additional 4d6 poison damage (included in the statblock).

Primeval Poisons: Jormungandr treats immunity to its poison attacks as resistance, and ignores resistance to poison.

Amphibious: Jormungandr can breathe both air and water.

Legendary Resistance (3/day): If Jormungandr fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: Jormungandr can make a bite attack, and three of any combination of Poison Spit and Tail Slap.

Bite: Melee weapon attack: +17 to hit, reach 10ft, one target. Hit: 28 (3d12+9) piercing damage plus 14 (4d6) poison damage, and the target is swallowed. A swallowed creature is Blinded and Restrained, and takes 14d6 acid damage at the start of each of Jormungandr's turns. If Jormungandr takes 50 damage or more on a single turn from a creature inside it, Jormungandr must make a Constitution saving throw (DC equals half the damage dealt to it that turn). On a failure all creatures in its stomach are ejected, emerging prone in a space within 15 feet of Jormungandr's mouth.

Tail Slap: Melee Weapon Attack: +17 to hit, reach 20ft, one target. Hit: 11 (2d10) bludgeoning damage plus 14 (4d6) poison damage.

Poison Spit: Ranged weapon attack: +15 to hit, reach 120/240ft, one target. Hit: 21 (6d6) poison damage.

Legendary Actions

Jormungandr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jormungandr regains spent legendary actions at the start of its turn.

Attack: Jormungandr makes a melee attack.

Jormungandr looks like a x.

Needs something more unique for this encounter. Make him many-headed? 5 heads, all of which must be destroyed to defeat him?