Homebrew [K] Serevia *USE THIS ONE* Species Details

Physiology

Serevia stand between 8 and 11 feet tall, their mass shifting constantly. Their bodies resemble dense, semi-transparent gel, often tinted by minerals, magic, or consumed materials. Within them float hardened nodules called Core-Shards, crystalline organs that anchor memory, personality, and consciousness. Despite their amorphous nature, Serevia can form crude limbs, faces, or armor-like ridges. Emotions cause visible changes: anger darkens their mass, joy causes internal light refraction, and fear makes their edges ripple uncontrollably. If a Serevia’s Core-Shard is shattered, the body collapses into inert slime.

Culture and Society

Serevia culture is built around Flow, the belief that stagnation is spiritual death. Their cities are semi-liquid structures grown from hardened gel and reinforced with stone and bone, constantly reshaped by their inhabitants. They do not value permanence. Names, titles, and even physical forms change throughout a Serevia’s life. Memories are sacred; elders pass knowledge by allowing younger Serevia to partially merge and experience recollections firsthand.

Hierarchy is determined by Density:

  • Low-Density Serevia are scouts, explorers, and traders.

  • Mid-Density Serevia are builders, scholars, and warriors.

  • High-Density Serevia, nearly crystal-solid, serve as leaders, judges, and living archives.

Relations with Other Races

Most solid races find Serevia unsettling. Their ability to absorb matter, squeeze through spaces, and survive wounds that would kill others has led to fear and superstition. Some kingdoms outlaw them entirely, calling them “thinking slimes.”

The Serevia remember these slights with perfect clarity.

They have strong ties to aberrations, elementals, and certain druids and artificers. They despise creatures that rot or decay uncontrollably, viewing uncontrolled entropy as an insult to Flow.

Religion and Philosophy

Rather than gods, the Serevia revere Currents, vast conceptual forces like Change, Pressure, Motion, and Dissolution. Clerics and shamans channel these ideas rather than divine beings.

Death is not feared. When a Serevia dies, its remains are dissolved into communal pools, allowing fragments of memory and magic to be reabsorbed by future generations.

[K] Serevia *USE THIS ONE* Traits

Serevia have these traits listed below.

Slime Vision

You gain darkvision up to 120 feet due to your slime nature and the arcana used in your creation.

Harden Body

Due to your body protecting your core, it hardens on impact, giving you natural armor class as well as damage from physical attacks as well as piercing and slashing.

Heavy Hands

Due to you having a more dense body your weapon and melee attacks have an extra amount of force behind them

Natural analyst

Due to your body analyzing food and drink, it causes it to dissolve, giving you an immunity to poison. Since you have no reason to breathe, the air around you also does not affect you, granting you immunity to any effect transmitted VIA air.

Slime Shot

Due to you being very slimy you may take off a chunk of slime and toss it at high speeds, if it hits, it halves the enemies speed and also does 1d8 damage.

Slimy Advantage

Due to you being a slime, you move faster during combat, you gain advantage to dex saves as well as initiative but due to your large nature you gain a disadvantage in stealth.

Slimy Ability Scores

Since you can harden on impact and analyze things your body dissolves, you gain a proficiency in nature, arcana, athletics, and acrobatics.

Amorphous Form

Your semi-liquid body can compress and reshape.

  • You can squeeze through spaces as small as 1 foot wide without squeezing penalties.

  • While squeezing this way, your movement speed is reduced by 10 feet, and you cannot take the Dash action.

Osmotic Absorption

Your slime naturally absorbs ambient moisture and residue.

  • During a short rest, you may recover additional hit points equal to your Constitution modifier (minimum of 1).

  • This bonus applies only once per short rest and does not stack with magical healing effects during the rest.

Viscous Grip

Your body clings unnaturally well to surfaces and creatures.

  • You have advantage on ability checks made to maintain a grapple.

  • You have disadvantage on checks made to escape magical restraints, as your form reacts poorly to arcane binding.

Residual Slime

Your presence leaves a slick, unstable residue.

  • When you move at least 10 feet on your turn, you can choose to leave slime behind until the start of your next turn.

  • The first creature (other than you) that moves through that space must succeed on a Dexterity saving throw (DC = 8 + proficiency bonus + Constitution modifier) or have its speed reduced by 10 feet until the end of its turn.

  • You can use this trait once per short rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/21/2026 6:02:23 PM
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