b'Elophar \n'b' The hulking abomination\xe2\x80\x99s necrotic skin is covered in glowing runes, and acid sloshes out of blackened punctures in its distended belly with every shambling step it takes. It has no eyes, but its head is covered with eye tattoos that seem to be looking everywhere at once. \n'b'  Large   undead ,  chaotic evil  \n'b'  Armor Class  8  Hit Points  126 (12d10 + 60)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  6 (-2)  CON:  20 (+5)  INT:  16 (+3)  WIS:  3 (-4)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +7,  Wisdom -2  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  6  Languages  Common, Giant, Infernal  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'\n'b'   Ectoplasmic Spray . When the elophar takes damage other than acid damage, corrosive ectoplasm bursts from its distended stomach. The elophar takes 7 (2d6) acid damage and all creatures within 10 feet of it must make a DC 13  Dexterity  saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. \n'b'  Possessed by Ancestors . The chaos of combat causes an elophar to swap between personalities at the start of each of its turns. To determine which spirit is in control, roll on the table below (it is possible for one spirit to remain in control for multiple rounds if it is rolled multiple rounds in a row): \n'b'\n'b'   Table: Spirit Control \n'b'   1d6 \n'b' Spirit \n'b'     1 \n'b'  Cautious : creates space between itself and its enemies and casts spells. \n'b'   2 \n'b'  Fickle : attacks a creature it didn\xe2\x80\x99t last round. \n'b'   3 \n'b'  Terrified : uses the  Disengage  action to run as far away from enemies as possible. \n'b'   4 \n'b'  Bloodthirsty : attacks the nearest creature. \n'b'   5 \n'b'  Hateful : only attacks the last creature it damaged. \n'b'   6 \n'b'  Courageous : makes  melee attacks  against the most threatening enemy. \n'b'      Runic Spellcasting . The runes etched on the elophar\xe2\x80\x99s rotting skin allow it to cast spells. The elophar\xe2\x80\x99s runic spellcasting ability is  Intelligence  (spell save DC 13, +5 to hit with spell attacks). The elophar can innately cast the following spells, requiring no material components:\n'b'\n'b'   At will :  acid splash ,  chill touch , poison spray \n'b'  3/day :  grease ,  thunderwave  \n'b'  1/day :  enlarge/reduce  \n'b'\n'b'  Actions \n'b'   Slam .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) bludgeoning damage. \n'b'  About \n'b'  Born of Failed Rituals . No force is more dangerous to an ambitious  ogre  mage than its own magic. Ogres are superstitious creatures, and their magi keep them in line through fear of arcane power. The most effective way for an ogre mage to remind its dullard brethren of their arcane might is by publically and dramatically communing with the tribe\xe2\x80\x99s ancestral spirits. An elophar is created when an ogre mage bungles a ritual to call forth the spirits of the dead. During this failed ritual, its conductor is instantly struck dead and all the summoned spirits run rampant, trying to possess their summoner\xe2\x80\x99s lifeless corpse all at once. \n'b'  Controlled by Many Spirits . An elophar is not an unintelligent undead creature; it possesses the combined memories of all the spirits vying for control of its body. Because of the ceaseless struggle between the possessing spirits, the elophar rarely follows one course of action for long, erratically changing tactics from instant to instant. \n'b'  Undead Nature . The elophar doesn\xe2\x80\x99t require air, food, drink, or sleep.'