Ectoplasm

It is not uncommon for an RPG to feature a relatively weak slime-based enemy, and the Ectoplasm is no exception to that. These oozes still carry within them the skeletons of the last humans they have consumed, and any valuables that those corpses would have carried are likely long digested or heavily damaged. While the Ectoplasm is a weak enemy on its own, it is capable of rapid reproduction, potentially overwhelming a party that cannot keep its numbers in check. If too many are left unattended for too long, they can merge into a stronger form, a sure sign of a battle going awry.

Behaviour
Ectoplasms are fairly weak in that they possess low HP and no protection, but it would be a mistake to underestimate them. Their Cytokinesis ability allows them to continually summon reinforcements, making the battle last longer and causing more potential problems for your party. If two or more Ectoplasms are left alive for too long, they have a chance of using their Ectoplasmic Profusion ability to merge into the far more dangerous Large Ectoplasm.

Try to take advantage of their slow speed and relatively low Stun resist to quickly cull their numbers before they overrun your party.

Ectoplasms never contribute to any post-battle loot on defeat.

Abilities
Apprentice =

Veteran =

Champion =

* Can merge self. Corpses of Ectoplasm will also interact with Ectoplasmic Profusion.