Another monster from the Ghostwalk campaign setting, these sickening slitherers are ideal for low to mid level dungeons - though with their Drain Fluids attack, they can quickly weaken and devour weaker characters.
Necroplasm – Medium Undead
Hpts: 143 (22d8+44) [66 - 220]
Speed: 30'; Climb 15'
Proficiency Bonus: +2
Str: 13 (+1) Dex: 13 (+1) Con: 14 (+2) Int: 7 (-2) Wis: 14 (+2) Cha: 13 (+1)
Damage Immunity: Poison
Condition Immunity: Poisoned, Sleep, Prone, Diseased, Exhausted
Senses: Darkvision 60'; Passive Perception: 12
CR: 2 (450 xp)
Oozing Form: The Necroplasm can squeeze through a space as small as 1' without suffering any penalties due to its largely fluid form. It also has advantage on any opposed checks made to grapple a target, as it can flow around them.
Drain Fluids: If a living creature starts its turn grabbed by the Necroplasm, it must make a D.C. 12 Constitution saving throw or suffer +1 level of Exhaustion. A creature that is killed by this rises as a Necroplasm in 1d2 minutes time. The change can be halted by casting either Gentle Repose, Hallow or Lesser Restoration on the remains.
Multiattack: The Necroplasm makes two claw attacks. If both attacks hit the same target, and they are small or medium sized, they must make a contested Strength of Dexterity check against the Necroplasm's Strength (it has advantage on this check due to Oozing Form) or be grabbed. They can try, as an action to make another contested check in order to escape. The Necroplasm can only have one creature grabbed at any time, and it's speed is halved whilst it envelops a victim.
Claw: Melee attack, Reach 5', One target; +3 to hit; Hit: 3 (1d4+1) Slashing damage +2 (1d4) Necrotic damage.
"I told you that Dundorin wasn't properly cooked! Now look at you! Tsk!"