Homebrew Feral Blood Plasmoid Species Details
Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
Plasmoids don’t have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound.
When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Feral Blood Plasmoid Traits
Plasma, the bloody kindAbility Score Increase
Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Amorphous
You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.
Darkvision
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Natural Resilience
You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.
Walking Speed
Your walking speed is 30ft per turn
Creature Type
You are an ooze
Languages
You can speak, read, and write Common and one other language that you and your DM agree is appropriate
Engulf
Instead of grappling a creature with your arms, you can take hold of a creature with your oozelike body. When grappling you can use your Constitution in place of your Strength. Additionally, as an action you can attempt to engulf an object or creature of your size or smaller that you have grappled. The creature must succeed a Dexterity saving throw or be engulfed by you for the duration of the grapple. An engulfed creature is blinded, restrained, and has total cover against attacks and other effects outside of you for the duration of the grapple. You can have one creature or object grappled this way at a time. The DC is equal to 8 + your proficiency modifier + your Constitution modifier
Pseudopod
You have a natural weapon attack that deals 1d6 plus your Strength modifier acid damage.
Digestion
On your turn you can use a bonus action to deal an amount of acid damage equal to 1d4 plus your proficiency bonus to a creature you have grappled
Consume
When taking a Short Rest, you can eat the body of one creature that is not more than one size smaller or larger than you that is not a Construct, Elemental, or Undead. When you do, you gain one additional hit dice that you have to spend during that Short Rest. If the devoured creature is one size larger than you, you treat the roll as if you rolled the maximum result. Consuming a creature will nourish you for one day.
Hungry Hungry Goo
Ability Score Increase: Increase your Strength or Constitution score by 1, to a maximum of 20. Big Appetite: You now can engulf (see Engulf trait) creatures that are one size larger than you. Grab and Swallow: When you hit a creature with a pseudopod attack, you can use a bonus action to attempt to grapple the same creature.
Previous Versions
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5/27/2026 10:02:42 PM
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