b'Ectoplasm, Greater \n'b'  Large   ooze ,  unaligned  \n'b'  Armor Class  8 \n'b' Hit Points  85 (10d10 + 30) \n'b' Speed  20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX:  6 (-2)  CON:  16 (+3)  INT:  1 (-5)  WIS:  6 (-2)  CHA:  2 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +2 \n'b' Damage Resistances  acid, slashing \n'b' Damage Immunities  necrotic \n'b' Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  prone  \n'b' Senses  blindsight 60 ft. (blind beyond this radius), passive  Perception  8 \n'b' Languages  \xe2\x80\x93 \n'b' Challenge  4 (1,100 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amorphous . The ectoplasm can move through a space as narrow as 1 inch wide without squeezing. \n'b'  Spider Climb . The ectoplasm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  False Appearance . If the ectoplasm is motionless at the start of combat, it has advantage on its  initiative  roll. Moreover, if a creature hasn\xe2\x80\x99t observed the ectoplasm move or act, it is indistinguishable from non-sentient ectoplasm. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The ectoplasm makes two Pseudopod attacks. If both attacks hit a Large or smaller creature, the creature is  grappled  (escape DC 13), and the ectoplasm can use its Slime Swarm. \n'b'  Pseudopod . Melee weapon  attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) necrotic damage. \n'b'  Slime Swarm . The ectoplasm wraps its body around a Large or smaller creature it is grappling. While the ectoplasm is atiached, the target is  blinded  and is unable to breathe. The target must succeed on a DC 15  Strength  saving throw at the start of each of the ectoplasm\xe2\x80\x99s turns or take 5 (1d4 + 3) necrotic damage. If something moves the target, the ectoplasm moves with it. The ectoplasm can detach itself by spending 5 feet of its movement. A creature, including the target, can use their action to try to detach the ectoplasm and force it to move into the nearest unoccupied space, doing so with a successful DC 13  Strength  check. When the ectoplasm dies, it detaches from any creature it is atiached to. \n'b'\n'b' ABOUT \n'b' Ectoplasm is a supernatural, viscous substance that is typically green in color. This substance is a physical manifestation of Undead spirits. In some cases, it can become sentient. While any amount of sentient ectoplasm can be dangerous, large collections of this form of ectoplasm are particularly lethal.'