Homebrew Arisen Slime Species Details

An Arisen Slime was once a simple formless mass of ooze like material resembling a water balloon. It has evolved growing in intelligence and developing and ability to take a humanoid form at will. Learning speech and magic as they developed.

No one is certain of how they evolved but it is known that the progenitors of the Arisen Slime endlessly consumed creatures possessing intelligence greater than their own. One theory is they are cousin to the Oblex, an Ooze created to consume memories. This may be why an Arisen Slime tends to have a keepsake of someone that inspires their typical humanoid form. Regardless of how they achieved their own sentience they have become a civilized race with their own culture. 

 

 

Arisen Slime Traits

Arisen Slime Traits

Ability Score Increase

Your Charisma increases by 2, and another stat by 1

Age

An Arisen Slime will mature similarly to other races like Dwarves and Humans. Though their behavior maintains a teen like innocence until they near the age of 50. Most Arisen Slime meet a violent fate before they hit the age of 300. It's Unknown what their full lifespan might be. The oldest recorded was a 326-year-old Scholar living in isolation.

Size

While Arisen Slime can fit into various spaces, the mass of a full-grown slime is no smaller than a halfling and as large as a human. A slime naturally appears in a round-like shape not unlike a filled water balloon. They can also take a humanoid form. Your size is Small or Medium.

Speed

Your bounce/walk speed is 30ft. Due to your fluidic nature your climbing speed is 10ft.

Languages

Slimes speak Common and Primordial.

Absorb Memories

This ability may be seen as repulsive to other races.

In your natural form, you may consume a creature of size Medium or smaller over the course of a long rest (or an equivalent amount of time) and peer into their memories if they had memories. As the creature's life flashes through your mind, you learn their most important memory they held. As an Arisen Slime these memories become part of your individuality. Food for the soul.

You can also actively glean additional information; you may ask the DM one question. While the answer is a truth, it is in the perspective of the creature, and may not be correct. Or may be couched in riddle or confusing figurative language depending on the quality of the memory.

Once you have used this trait, you may not use it again until you have taken a long rest.

Resilient Slime Body

Your slime body has very few internal organs and is made mostly of adaptable fluid. When you are hit by an attack, you may use your reaction to gain resistance to all nonmagical bludgeoning damage until the start of your next turn including against the attack that hit you. This can only be used as many times as you Proficiency bonus per long rest.

Slime Core

Slime Core: This one-inch diameter hardened clear sphere. This core will store any non-magical clothing and light jewelry while in slime form. Armor is not clothing.

Malleable Form

You are able to squeeze through spaces as narrow as one inch wide. The smaller the gap the slower you are. You are considered prone while doing this. Any equipment or objects that are not in your slime core or attuned must be able to fit within the space you are moving through or be ejected from your body. You exit the space as a formless slime. This stretches your surface membrane and can only be used as many times as you Proficiency bonus per long rest.

As an action, you are able to morph into the appearance of a Same-sized humanoid that you have seen or consumed. You are still semi-translucent though you appear superficially identical except for hair which will mock the rough shape but appear solid and drippy. As a humanoid, you may wield weapons, use tools, and wear armor like other humanoids. You can also form in and out of any armor or clothes while morphing and ignore the time required to don/doff the equipment. You revert to your blob form as an action or if you are knocked unconscious. Doing so automatically forces you to exit and drop any equipment you are using that requires a humanoid body.

Slimes cannot wear traditional armor as a blob. You may have armor crafted/modified specifically for that form. As a guideline, DMs should consider at least twice the cost of traditional armor if purchasing from a common smith.

Internal Pockets

Slimes can form pockets within their gelatinous body to carry objects. While you can have several pockets within your body, they collectively have up to a volume of 1 cubic foot. For example, you can hold a single short sword or several small pouches or a handful of arrows or a pair of daggers. Another creature can attempt to wrestle an object from inside your body through an Athletics check contested by your Acrobatics or Athletics check. You may use this trait even as a humanoid though the objects must fit within your body. Requires an action to access a pocket unless another ability modifies this.

Slimy Reach

At level 3, as a bonus action, you can extrude or retract a pseudopod that is up to 6 inches wide and 10 feet long. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. Normally unable to be used as a weapon they can provide an advantage while grappling a target and do allow for spell casting provided, they are able to perform the somatic movements. Does not detach from main body. Can be used up to half your Proficiency bonus per long rest.

Slime Constitution

You do not sleep, and magic cannot put you to sleep. Instead, you enter a torpor during which time you remain semiconscious, for 4 hours a day. While resting you assume your slime form. Slimes do dream in this state, often revisiting memories of the creatures they have absorbed. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Aquaphobia

While able to withstand water in a more humanoid form, their true slime form is weakened thus creating a fear of water amongst the slime races. With sufficient water such as being completely submerged or in a heavy rainstorm the slime will start to dissolve, failing a DC 13 Con + Proficiency while submerged or a DC 11 while in heavy rain will deal 1 necrotic damage at the beginning of your turn. DM may adjust DC based on gear to keep rain off of player.

Bouncy

Due to the slime's malleable nature, it can ignore fall damage to a certain point and resist it after. While falling 15ft or less you can negate fall damage, falling 30ft to 15ft halves fall damage. Distances 30ft or above cause the slime to break a part and take a turn to reform while taking half fall damage. Fall trauma 30ft or more will double the required rest nightly rest time.

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