Ectoplasm

The corruption of the groves is best shown through these ectoplasmic aberrations, which can engulf and digest man and beast alike. While these creatures appear non-threatening, countless adventurers have underestimated their abilities and suffered a slow, painful, and cruel death. Although they are fairly weak and can be easily destroyed with a righteous blow, they are capable of rapid reproduction which allows them to quickly replenish their numbers and overrun even the most seasoned of heroes. Worst still, they possess the ability to merge together into a much larger creature, one that can strike fear into any who gaze upon it.

Put an end to them quickly to prevent a trivial nuisance from turning into a dire threat.

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.

Note that when an Ectoplasms die by riposte, he will not spawn another one.

Ectoplasms generally don't drop treasure when they are defeated.

Abilities
Apprentice =

Veteran =

Champion =

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