Homebrew Myxapia Species Details
Myxapia lack a sense of individuality, and don't use names among their own. However they will commonly derive names from things they are called by outsiders for the sake of being understood among other races.
Myxapia Traits
As an intellegent humanoid ooze, you gain the following charateristics.Ability Score Increase
Your constitution score increases by 2.
Age
As long as you are able to remain well fed, individual members of your colony will continue to replace themselves as quickly as they die. You have no maximum life-span, and show no recognizable signs of old age.
Alignment
Myxapia have no predisposition towards any particular alignment, but can be mistaken for chaotic and even evil, as they fail to understand morality in the same way as other humanoids.
Size
Mypaxia large enough to present humanlike intelligence are medium creatures. While it is possible for a colony to grow larger, such colonies generally split into multiple smaller organisms.
Speed
Mypaxia do not have the benefit of bones or other skeletal structure to aid in their movement, but your slimy, amorphous form allows you to move quickly through the water. Your base movement speed is 20ft, while your base swimming speed is 35ft.
Engulf
Your ooze-like body allows you to engulf othere creatures even while you continue fighting. You have advantage on checks made to grapple, and do not require a free hand to attempt to grapple.
Amorphous Body
Your body is malleable, allowing you to squeeze through gaps too small for other living creatures. You can move through a space as narrow as 1 inch wide without squeezing, and are immune to the grappled condition. Equipment that would not fit through this gap would be left behind.
Split
Every cell of your body has an intellegence of it's own, allowing you to survive damage that might kill other adventurers by splitting yourself into smaller slimes. As a reaction when you would be reduced to 0 hit points and still have at least one hit dice remaining you may choose to split yourself into a number of tiny oozes equal to your remaining hit dice. Each of these oozes has a speed of 10ft, and hit points equal to 1 hit dice + your constitution modifier. These oozes cannot take any action other than a move action. At the end of a long rest, any remaining oozes merge together to reform your body.
Plasmodium
Your gelatinous body is far too soft to support most types of armor, but this plasmodic nature also makes you far more resilient against physical attacks. You cannot wear heavy or medium armor, but are resistant to bludgeon, piercing, and slashing damage.
Tactile Telepathy
Myxapia are capable of exchange thoughts and memories on a cellular level. You can telepathically speak to any creature you are touching. They don't need to share a language to be heard.
Languages
You can speak, read, and write common, and one other language of your choice.
Residual Toxicology
Myxapia are made mostly of liquids, due to this the terrain they are in and the things they consume affect them drastically. When they consume poisons, potions, and the like, the affects linger. As an action you can expend a hit dice in the form of a small slime after consuming a potion or taking poison or acid damage to share the effects to a target as a range attack, or a creature can willingly accept that hit dice to gain the effects. If you expel the acid and poison gathered up as an attack you make a melee or ranged attack, it adds up as proficiency modifier + dex or str modifier = to hit modifier and this attack deals half of all the poison and or acid damage dealt to you since your last long or short rest. If your sharing the affects of a potion for duration potions it shares with the creature(s) that accept it the same affects as the original potion but the potion duration is halved, so potions such as healing ones, those that accept regain half the amount of hit points you received from all the health potions since your last short or long rest. For myxapia potion affects are doubled, but they also have disadvantage on constitution saves against poison and becoming drunk. All gathered potions, poisons, and acids fade after completing a short or long rest, acids and poisons fade after being expelled.
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