b'Arcanoplasm \n'b'  Large   monstrosity ,  neutral  \n'b'  Armor Class  12 (natural armor)  Hit Points  103 (9d10 + 54)  Speed  40 ft.\n'b' STATS STR: 15 (+2) DEX:  6 (-2)  CON:  22 (+6)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +8  Skills   Athletics  +4,  Stealth  +0  Damage Immunities  poison  Condition Immunities   paralyzed ,  poisoned ,  prone ,  stunned ,  unconscious   Senses   darkvision  60 ft., passive  Perception  12  Languages  Common, draconic (understands but can\xe2\x80\x99t speak)  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Absorb Arcane Energy . Any arcane spell targeted at an arcanoplasm is automatically absorbed into its body. This cures 1 point of damage per 3 points of damage the spell would otherwise deal; non-damaging spells cure 1 point of damage per spell slot used to cast the spell. Spells that affect an area are not absorbed, but neither do they affect the arcanoplasm. The arcanoplasm can\xe2\x80\x99t absorb magic from spells that it cast itself using arcane spell mimicry, and it can\xe2\x80\x99t absorb divine magic, which affects it normally. \n'b'  Amorphous . An arcanoplasm can move through gaps as small as one square inch without penalty. \n'b'  Arcane sense . An arcanoplasm can automatically detect the location of any arcane spellcaster within 100 feet. This ability is not blocked by any material. \n'b'  Arcane Spell Mimicry . As an action, an arcanoplasm can  mimic  any arcane spell of 4th level or lower cast within 30 feet of it on its next turn. The spell takes effect as if cast by a 7th-level  sorcerer  (spell save DC 13, +6 spell  attack  bonus) and requires no components. Because of its innately magical nature, an arcanoplasm adds both its  Con  and  Cha  modifiers to concentration checks when it takes damage. \n'b'  Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The arcanoplasm make one Slam  attack  and one Constriction  attack . \n'b'  Slam .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) acid damage, and the target is  grappled  (escape DC 12). \n'b'  Constriction . One creature already  grappled  by the arcanoplasm takes 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage. \n'b'\n'b' ABOUT \n'b' Thought to be the result of a failed magical experiment, wizards and sorcerers alike have tried for years to gather information on this alien creature, but thus far such information has eluded even the most resourceful of researchers. Arcanoplasms are found in areas where the residual energy of arcane magic lingers. Such areas include abandoned wizard\xe2\x80\x99s towers, keeps, dungeons, and so forth. Here they feed and remain until disturbed. Because it lairs in ruins and similar places that attract adventurers, it rarely has to wait long between meals. Arcanoplasms always target arcane spellcasting creatures first. Thanks to its ability to replicate spells cast near it, the arcanoplasm always tries to stay within 30 feet of a hostile arcane caster. Mimicked spells are cast at the foe deemed most threatening.'