b'Ramarie, Plentiful \n'b'  Family:   Ramarie  \n'b'  Large   fey  (enrooted),  unaligned  \n'b'  Armor Class  8 \n'b' Hit Points  123 (13d10 + 52);  Wound Threshold  N/A \n'b' Speed  20 ft., climb 20 ft.\n'b' STATS STR: 15 (+2) DEX:  6 (-2)  CON:  19 (+4)  INT:  14 (+2)  WIS:  14 (+2)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Cha  +6 \n'b' Skills   Nature  +5,  Survival  +5 \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  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amorphous . The plentiful 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 plentiful ramarie for the first time on a turn or starts its turn there, the creature must succeed on a DC 15  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 plentiful ramarie\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14). The plentiful 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  \n'b'  1/day each :  find the path , plant kingdom*, wild regression* \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +2 to hit, reach 5 ft., one creature.  Hit : 3 (1d6) bludgeoning damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, it is  grappled  (escape DC 10). Until this grapple ends, the target is  restrained . The ramarie cannot simultaneously grapple more than four creatures. \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.'