Homebrew Gelrith Species Details

Gelrith are sentient, Slime-based creatures that can absorb the forms and abilities of creatures they come into contact with. They are known for their adaptability and resilience, shaped by the blending of their oozing forms with the powers of the creatures they absorb.

Ability score increase: Constitution +2, Dexterity +1

Gelrith Traits

*Amorphous Form* *Immune to Poison* *Resistant Body* *Absorption* *Gelatinous Weaponry* *Blindsight*

Ability Score Increase

Constitution +2
Dexterity + 1

Languages

Common and one other language

Amorphous Form

Gelriths have a fluid, malleable body. You can squeeze through openings as small as 1 inch wide without effort. You cannot be grappled, as your body is too fluid and shifting for most creatures to hold onto.

Immune to Poison

You are immune to poison damage and the poisoned condition

Resistant Body

You have resistance to Acid damage and non-magical piercing, slashing, and bludgeoning damage.

Absorption

As an action, you can absorb the remains of a creature that has died within the last few days and is still intact enough for the Speak with Dead spell to work on it.
You must touch the remains of the creature to absorb its form, gaining its physical traits and abilities. While assuming the form of the creature, you gain access to:

  • Physical Traits: Such as size, shape, movement abilities, and natural weapons.
  • Abilities: You gain the abilities, traits, and resistances of the creature, but not spells or spellcasting unless they are innate to the creature (e.g., a dragon's breath weapon).

You can retain up to five forms at a time. If you absorb a sixth creature, you must choose one of your existing forms to replace with the new one.

Gelatinous Weaponry

As a Gelrith, you can mold your body to create pseudopod limbs, spikes, or other makeshift weapons. As a bonus action, you can create a simple melee weapon (like a club, short sword, claws, or similar) using your own body. This weapon deals 1d6 piercing, slashing or bludgeoning damage and is considered magical.

Blind Sense

You can see within 15 feet without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.

Comments

Posts Quoted:
Reply
Clear All Quotes