b'Ramarie, Proliferating \n'b'  Family:   Ramarie  \n'b'  Huge   fey  (enrooted),  unaligned  \n'b'  Armor Class  8 \n'b' Hit Points  187 (15d12 + 90);  Wound Threshold  N/A \n'b' Speed  20 ft., climb 20 ft.\n'b' STATS STR: 19 (+4) DEX:  6 (-2)  CON:  22 (+6)  INT:  14 (+2)  WIS:  14 (+2)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Cha  +8 \n'b' Skills   Nature  +6,  Survival  +6 \n'b' Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  poison \n'b' Condition Immunities   blinded ,  deafened ,  exhaustion ,  frightened  \n'b' Senses  blindsense 60 ft. (blind beyond this radius), passive  Perception  12 \n'b' Languages  understands Sylvan but can\xe2\x80\x99t speak \n'b' Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amorphous . The proliferating ramarie can move through a space as narrow as 1 inch wide without squeezing (see Adventurers, Combat). \n'b'  Choking Spores . When a creature enters within 10 feet of the proliferating ramarie for the first time on a turn or starts its turn there, the creature must succeed on a DC 18  Constitution  saving throw or become  poisoned  and mute for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the Choking Spores for the next 24 hours. \n'b'  Innate Spellcasting . The proliferating ramarie\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 16). The proliferating ramarie can innately cast the following spells, requiring no material components: \n'b'\n'b'  At will :  speak with plants  \n'b'  3/day each :  entangle , plant kingdom* \n'b'  1/day each :  commune with nature ,  find the path , wild regression* \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The proliferating ramarie can use its Allied  Fungi  if able. It then makes a slam  attack  or uses its Swallow. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 10 ft., one creature.  Hit : 14 (3d6 + 4) bludgeoning damage plus 18 (4d8) poison damage. If the target is a Large or smaller creature, it is  grappled  (escape DC 16). Until this grapple ends, the target is  restrained . The proliferating ramarie cannot simultaneously grapple more than four creatures. \n'b'  Engulf . The proliferating ramarie makes one slam  attack  against a Large or smaller creature it is grappling. If the  attack  hits, that creature is engulfed and the grapple ends. While engulfed, the creature is  blinded  and  restrained , it has total  cover  against attacks and other effects outside the proliferating ramarie, and it takes 7 (2d6) bludgeoning damage plus 7 (2d6) poison damage at the start of each of the proliferating ramarie\xe2\x80\x99s turns. When the proliferating ramarie moves, the engulfed creature moves with it. The proliferating ramarie can have only two creatures engulfed at a time. An engulfed creature can try to escape by taking an action to make a DC 16  Strength  check. On a success, the creature escapes and enters a space of its choice within 5 feet of the proliferating ramarie. \n'b'  Allied Fungi (Recharge 6) . The proliferating ramarie creates 4 violet  fungi  that appear in unoccupied spaces within the area covered by the Choking Spores. The  fungi  act as allies of the proliferating ramarie and  attack  its enemies. The  fungi  remain for 1 hour, or until the proliferating ramarie dismisses them as a bonus action. \n'b'\n'b' Shadow Elementals \n'b' Shadow elementals lurk in the Ethereal Plane and in the shadows of the Material Plane. They can be encountered on the surface, on dark nights, but they are much more common in the Netherworld. The boundary between beast and  elemental  can be hard to draw where abymals are concerned. Similarly, scholars sometimes ponder whether skyggelack might not be tenebrous enrooted fey. \n'b' Elemental Magic \n'b' If the GM uses this option, Netherworld spellcasters will be proficient in the wielding of elements unknown to most surface dwellers. Accordingly,  conjure minor elementals  and  conjure elemental  can be used to summon  shadow  elementals.'