Time-Lost Ectoplasm

Medium • Ooze • Unaligned

Armor Class 10

Hit Points 82 (11d8 + 33)

Speed 10 ft.

Initiative -5 (5)

STRDEXCONINTWISCHA
17 (+3)1 (-5)16 (+3)3 (-4)5 (-3)1 (-5)

Damage Resistances cold, fire, force, psychic

Damage Immunities acid

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, prone

Senses blindsight 60 ft., passive Perception 7

Languages

CR 5 (XP 1,100; PB +3)

A swirling, glowing blue mass of liquid energy taking a humanoid shape.

Amorphous. The ectoplasm can move through a space as narrow as 1 inch wide without squeezing.

Immutable Form. The ectoplasm is immune to any spell or effect that would alter its form.

Magic Resistance. The ectoplasm has advantage on saving throws against spells and other magical effects.

Time Unwound. When a creature kills the ectoplasm, that creature becomes affected by the haste spell for 1d4 turns.

Unusual Nature. The ectoplasm doesn't require air or sleep.

ACTIONS

Pseudopod. Melee Weapon Attack: +6, reach 5 ft. Hit: 7 (2d6 + 3) bludgeoning damage plus 13 (3d8) acid damage and the target becomes affected by the slow spell until the end of the target's turn. If the target is already affected by the slow spell, it instead becomes paralyzed until the end of its next turn. A creature can't be immune to being paralyzed against this effect.

Time Stop (1/Day). The ectoplasm briefly stops the flow of time for everyone but itself. No time passes for other creatures (including its Ectoplasmic Copy), while it takes 1d4 + 1 turns in a row, during which it can use actions and move as normal.

BONUS ACTIONS

Ectoplasmic Copy (Recharge 5-6). The ectoplasm creates a shimmering cloud within 10 feet of itself that solidifies into a copy of the ectoplasm. The copy acts on the same initiative and has the same statistics as the original, except for the Time Unwound trait, the Time Stop action, and the Ectoplasmic Copy action. It dissolves after 1 minute or when it takes any damage.

REACTIONS

Time Skip. Trigger: The ectoplasm takes damage. Response: The ectoplasm vanishes. It then reappears at the end of the next creature’s turn in an unoccupied space within 30 feet of its original space.

Time-Lost Ectoplasm

Medium • Ooze • Unaligned

Armor Class 10

Hit Points 32 (5d8 + 10)

Speed 10 ft.

Initiative -5 (5)

STRDEXCONINTWISCHA
15 (+2)1 (-5)14 (+2)3 (-4)5 (-3)1 (-5)

Damage Resistances cold, fire, force, psychic

Damage Immunities acid

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, prone

Senses blindsight 60 ft., passive Perception 7

Languages

CR 2 (XP 450; PB +2)

A swirling, glowing blue mass of liquid energy taking a humanoid shape.

Amorphous. The ectoplasm can move through a space as narrow as 1 inch wide without squeezing.

Immutable Form. The ectoplasm is immune to any spell or effect that would alter its form.

Magic Resistance. The ectoplasm has advantage on saving throws against spells and other magical effects.

Time Unwound. When a creature kills the ectoplasm, that creature becomes affected by the haste spell for 1d4 turns.

Unusual Nature. The ectoplasm doesn't require air or sleep.

ACTIONS

Pseudopod. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) bludgeoning damage plus 9 (2d8) acid damage and the target becomes affected by the slow spell until the end of the target's turn. If the target is already affected by the slow spell, it instead becomes paralyzed until the end of its next turn. A creature can't be immune to being paralyzed against this effect.

Time Stop (1/Day). The ectoplasm briefly stops the flow of time for everyone but itself. No time passes for other creatures (including its Ectoplasmic Copy), while it takes 1d3 turns in a row, during which it can use actions and move as normal.

BONUS ACTIONS

Ectoplasmic Copy (Recharge 6). The ectoplasm creates a shimmering cloud within 10 feet of itself that solidifies into a copy of the ectoplasm. The copy acts on the same initiative and has the same statistics as the original, except for the Time Unwound trait, the Time Stop action, and the Ectoplasmic Copy action. It dissolves after 1 minute or when it takes any damage.

REACTIONS

Time Skip. Trigger: The ectoplasm takes damage. Response: The ectoplasm vanishes. It then reappears at the end of the next creature’s turn in an unoccupied space within 30 feet of its original space.

Time-Lost Ectoplasm

Medium • Ooze • Unaligned

Armor Class 10

Hit Points 127 (15d8 + 60)

Speed 10 ft.

Initiative -5 (5)

STRDEXCONINTWISCHA
19 (+4)1 (-5)18 (+4)3 (-4)5 (-3)1 (-5)

Damage Resistances cold, fire, force, psychic

Damage Immunities acid

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, prone

Senses blindsight 60 ft., passive Perception 7

Languages

CR 8 (XP 3,900; PB +3)

A swirling, glowing blue mass of liquid energy taking a humanoid shape.

Amorphous. The ectoplasm can move through a space as narrow as 1 inch wide without squeezing.

Immutable Form. The ectoplasm is immune to any spell or effect that would alter its form.

Magic Resistance. The ectoplasm has advantage on saving throws against spells and other magical effects.

Time Unwound. When a creature kills the ectoplasm, that creature becomes affected by the haste spell for 1d4 turns.

Unusual Nature. The ectoplasm doesn't require air or sleep.

ACTIONS

Pseudopod. Melee Weapon Attack: +7, reach 5 ft. Hit: 14 (3d6 + 4) bludgeoning damage plus 16 (3d10) acid damage and the target becomes affected by the slow spell until the end of the target's turn. If the target is already affected by the slow spell, it instead becomes paralyzed until the end of its next turn. A creature can't be immune to being paralyzed against this effect.

Time Stop (1/Day). The ectoplasm briefly stops the flow of time for everyone but itself. No time passes for other creatures (including its Ectoplasmic Copy), while it takes 1d4 + 1 turns in a row, during which it can use actions and move as normal.

BONUS ACTIONS

Ectoplasmic Copy (Recharge 5-6). The ectoplasm creates a shimmering cloud within 10 feet of itself that solidifies into a copy of the ectoplasm. The copy acts on the same initiative and has the same statistics as the original, except for the Time Unwound trait, the Time Stop action, and the Ectoplasmic Copy action. It dissolves after 1 minute or when it takes any damage.

REACTIONS

Time Skip. Trigger: The ectoplasm takes damage. Response: The ectoplasm vanishes. It then reappears at the end of the next creature’s turn in an unoccupied space within 30 feet of its original space.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.