Homebrew Awakened Ooze Species Details

Born from a fusion of ooze, humanoid, and arcane intervention, the awakened ooze is an amalgam of living soul and a gelatinous form.

Awakened Ooze Traits

As an awakened ooze, you have the following traits.

Ability Score Improvement

You gain a +2 bonus to an ability score of your choice, and a +1 bonus to an ability score of your choice.

Age

Since an awakened ooze is bestowed a consciousness magically, they mature at a unique pace. An awakened ooze’s age can vary wildly, as they function the same from their creation to their demise. Generally, the age of an ooze affects its personal maturity rather than its physical maturity.

Size

Awakened Oozes tend to carry more gelatinous mass than an average person. Their size can vary and change as they lose or gain mass through absorption, but they remain generally slightly larger than the average human. Your size is medium.

Speed

Your speed is 30 feet.

Blindsight

You gain blindsight out to 60 feet.

Acidic

You have immunity to acid damage. In addition, creatures who touch you take 1d4 acid damage, and your unarmed strikes deal acid damage equal to 1d4 + your Strength modifier. This damage is reduced by 1 for every gallon of water you have consumed in the last hour.

Pseudopod

The reach of your unarmed strikes is increased by 5 feet. In addition, when you make a melee weapon attack, you can choose to extend your reach with that attack by 5 feet, but you suffer disadvantage on that attack.

Amorphous

You can use a bonus action to leverage your amorphous form, abandoning your skeleton and all equipment to become an ooze puddle. While you are in your amorphous form, you gain the following traits:

  • Your speed is 20 feet.
  • You can climb on walls and ceilings without needing to make an ability check.
  • You can squeeze through gaps as small as 1 inch in diameter.
  • As an action, you can attempt to engulf a creature at least 1 size smaller than you. The creature must succeed a DC 12 Dexterity saving throw, or take 1d6 acid damage and become engulfed. While engulfed, a creature cannot breathe and is restrained. An engulfed creature takes an additional 1d6 acid damage at the start of its turn, and can use an action to attempt to escape, making a DC 12 Strength (Athletics) check at the end of its turn. On a success, the creature is no longer engulfed and is ejected to an adjacent unoccupied square of its choice.

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