b'Philosopher\xe2\x80\x99s Ghost \n'b' Half fire and half ooze, a philosopher\xe2\x80\x99s ghost is a bubbling, burning, highly corrosive creature that can make the tallest tower tumble into ruin-if properly directed. \n'b'  Medium   ooze ,  unaligned  \n'b'  Armor Class  13  Hit Points  77 (14d8 + 14)  Speed  40 ft.\n'b' STATS STR: 9 (-1) DEX:  17 (+3)  CON:  12 (+1)  INT:  2 (-4)  WIS:  10 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  acid, cold; slashing from nonmagical attacks  Damage Immunities  fire, poison  Condition Immunities   blinded ,  charmed , deafened,  exhaustion ,  frightened ,  prone   Senses   blindsight  60 ft. (blind beyond this radius), passive  Perception  10  Languages  \xe2\x80\x93  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Illumination . The philosopher\xe2\x80\x99s ghost sheds bright light in a 20-foot-radius and dim light for an additional 20 feet. \n'b'  Ooze Nature . A philosopher\xe2\x80\x99s ghost doesn\xe2\x80\x99t require sleep. \n'b'  Persistent Burning Form . The philosopher\xe2\x80\x99s ghost can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the ghost or hits it with a  melee attack  while within 5 feet of it takes 5 (1d10) fire damage. In addition, the philosopher\xe2\x80\x99s ghost can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that target takes 5 (1d10) fire damage and catches fire; until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \n'b'  Siege Monster . The philosopher\xe2\x80\x99s ghost deals double damage to objects and structures. \n'b'  Water Vulnerability . If completely immersed in water, a philosopher\xe2\x80\x99s ghost\xe2\x80\x99s movement halves each round until it stops moving completely, becoming incapacitated, and contact with it no longer causes damage. As soon as any portion of it is exposed to the air again, it resumes moving at full speed. \n'b'  Actions \n'b'   Multiattack . The philosopher\xe2\x80\x99s ghost makes two burning touch attacks. \n'b'  Burning Touch .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 8 (2d4 + 3) fire damage. If the target is a creature, it suffers a burning lesion, taking 2 (1d4) fire damage at the start of each of its turns. Any creature can take an action to soothe the burning lesion with a successful DC 12  Wisdom  ( Medicine ) check. The lesion is also soothed if the target receives magical  healing . \n'b'  About \n'b' The result of an alchemical process, a philosopher\xe2\x80\x99s ghost can appear as an ooze which glows a faint, eerie green in darkness, or as a vaguely-humanoid, green, sparking flame. It is especially drawn to movement, pursuing moving creatures to the exclusion of all else. \n'b'  Powerful and Difficult to Harness . Notoriously difficult to control, the unexpected creation of a philosopher\xe2\x80\x99s ghost spells disaster for the alchemist and, in all likelihood, anyone nearby as well. The creature burns its way through wooden structures with great speed, and, over time, even metal is melted by its heat. \n'b'  Alchemical Nightmare . Among alchemical circles, the only known remedy for a rampaging philosopher\xe2\x80\x99s ghost is complete immersion in water-even then it can spontaneously reignite and wreak further havoc long afterward when exposed to the air again.'