Homebrew Gloopid Species Details

Part disease, part sentient creature—the Gloopids are slug-like creatures that have "evolved" from slimes. Their species propagates by infecting other creatures with Slime Flu—a virus that creates large (and extremely gross) pustules from which tiny slimes erupt. Occasionally, those that survive will form a cocoon (even more disgusting ) and grow into a Gloopid.

They are semi-transparent and brightly colored (often green) and covered in a thin poisonous mucus. They are often quite gullible with a singular focus, frequently becoming cannon fodder in armies or mercenary groups. Whatever purpose they find, they make for extremely dangerous adversaries and loyal comrades.

Typical Habitats

Gloopids can be found all over the world, but favor tropical environments. They occasionally form small villages, typically living apart from other sentient creatures. Technology is usually limited in these villages with Gloopids spending most of their time outdoors and only sheltering during particularly inclement weather. When they encounter members of the outside world, they tend to be quite friendly and easily taken advantage of—forming a cult with the outsider as their leader, becoming dutiful soldiers, or, even, willing test subjects. The species is rare with villages even more uncommon, so there may be little knowledge on Gloopid culture available in most settings and campaigns.

Creating a Gloopid

In addition to being a non-humanoid creature, the Gloopid's Amorphous ability can make certain low-level obstacles or puzzles trivial. It is important to discuss the implications of this race with your DM.

2014 Rules

This species was designed for the 2024 rules. To use this with the 2014 rules, add the Additional Features from the Origin Manager.

Gloopid Traits

Creature Type: Ooze
Size: Medium (about 4–6 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet

Gloopid Traits

As a Gloopid, you have these special traits.

Amorphous

You can move through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing.

Darkvision

You have Darkvision with a range of 60 feet.

Rapid Infection

Infecting another creature with Slime Flu typically takes over an hour of sustained contact; however, when you hit them in just the right spot, you can infect them with a short-lived variant. When you score a Critical Hit on an enemy, they must make Constitution saving throw or become Poisoned for 1 minute or until they die. They can spend a Magic action to repeat this saving throw.

While Poisoned in this way, the enemy spawns a tiny Green Slime* in an unoccupied space within 5 feet of them at the end of each of their turns. If there are no unoccupied spaces, the Poisoned creature instead takes 2d6 Acid damage. The slimes act on your Initiative count and are hostile to all non-Ooze creatures.

Intelligence, Wisdom, or Charisma is used for your save DC for this ability (choose the ability when you select this species).

*Note: The Green Slime is a Homebrew Monster, whose stats are displayed below.

Green Slime

Tiny Ooze, Unaligned

AC 11

HP 11 (2d6 + 4)

Speed 20 ft., Climb 20 ft.

    Mod Save
STR 14 +2 +2
DEX 6 –2 –2
CON 14 +2 +2
    Mod Save
INT 2 –4 –4
WIS 6 –2 –2
CHA 4 –3 –3

Resistances Acid, Lightning

Senses Blindsight 60 ft., Passive Perception 8

Languages

CR 1/8 (XP 25; PB +2)

Traits

Amorphous. The slime can move through a space as narrow as 1 inch wide without expending extra movement to do so.

Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Corrosive Form. A creature that touches the slime or hits it with a melee attack while within 5 feet of it takes 3 (1d4) Acid damage. Any nonmagical weapon made of metal or wood that hits the slime corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the slime is destroyed after dealing damage.

Actions

Pseudopod. Melee Attack Roll: +4, reach 5 ft., Hit: 6 (1d6 + 2) Acid damage.

Split

When you are subjected to Lightning or Slashing damage, you split into two oozes if you have at least half your Hit Points. Each new ooze has current and maximum Hit Points equal to half of yours after the damage is dealt (rounded down). New oozes are one size smaller than your normal size. In combat, both oozes act during your Initiative and may collectively take one Action and Bonus Action. Both can move up to your Speed and take their own Reaction, as normal.

You can use an Action to combine back into your original form, where your current Hit Points are the sum of the other oozes' current Hit Points. The oozes recombine on their own after 10 minutes. If the oozes are physically prevented from recombining, one will be destroyed (at random) after 10 minutes. If an ooze is destroyed, the other will regain its original size and Hit Points after 1 hour.

Comments

Posts Quoted:
Reply
Clear All Quotes