Homebrew Slime (Sapient) Species Details
“The common ooze, slime or pudding comes in many colors, sizes and capabilities but natural science proves that it is impossible for such an amorphous being to think. After meeting Blorp however, I may have to petition the rewrites of some major textbooks."
—Aloysius Smint, Wizard and Naturalist
Slimes are the banes of any adventurer, great or small, whether you call them slimes, oozes, puddings or what have you. These mindless, voracious acidic predators engulf and absorb any prey they can get their pseudopods around. Little known to many, whoever, is the fact that through either magical experimentation or accident of nature some of these gooey little puddles arise with a sense of self and a curiosity about the world, sometimes striking out away from their habitats to discover themselves as adventurers.
Amorphous Forms
Oozes in their natural habitats are known for conforming to their environment and lurking in watery places, but when they attain sapience they can finely control these natural shapeshifting powers. In their normal form, sapient slimes tend to look like puddles or teardrop-shaped blobs of semi transparent goop. They come in various bright colors such as emerald green, sapphire blue, ruby red or ochre yellow. They've also been seen as black, pink and uncolored but with an oily sheen. They can also mimic the shapes of animals and humanoid beings and alter their texture to become more solid, like a firm gelatin rather than a goo. They are naturally highly acidic, however sapient slimes can perfectly control their level of acidity and can render themselves cool and harmless, no more dangerous to people than a coating of aloe. They are able to speak in any form through forming a mouth and possess a full suite of senses comparable to a human's, along with a dulled version of most ooze's blindsense.
Acid and Arete
Despite their primitive origins and alien makeup, sapient slimes can discover the same capabilities as any number of humanoid organics. Nothing seems to stop them from learning spellcraft, martial arts and any number of practical skills. They can wield weapons as well as any being, but their unique physiology drive most to forego weapons and armor in order to take advantage of their natural toughness and remain flexible and able to squeeze through small spaces.
Slimy in form, not Personality
Despite their alien biology, the intellect and emotions of a slime form to mimic those of typical humanoid sapients like humans, elves and dwarves. They do tend to have quirks of personality that develop from their nature as predatory beings, but for the most part it is been found that slimes trend towards curiosity, kindness and gregariousness when dealing with other sapient beings. This likely comes from the fact that they can't find the social interaction or intellectual fulfillment their newly awakened sapience craves among their own kind, as unable to communicate with others as they are.
Quirks
Sapient Slimes often display an odd personality trait or two, given how new they are to the world. The Slimy Quirks table contains example quirks.
Slimy Quirks
| d8 | Quirk |
|---|---|
| 1 | You are curious about the textures of objects and sometimes circulate some things through your body for fun. |
| 2 | You have difficulty interpreting expressions and vocal inflections. |
| 3 | You develop strong bonds with people easily and cherish your friends. |
| 4 | You enjoy physical affection and are very casual with touching others. |
| 5 | Corpses are just meat to you, you don't understand the reverence for funerary ceremonies that solids possess. |
| 6 | You don't understand the need for fashion or clothing and your friends must sometimes dress you to keep you modest in your humanoid form. |
| 7 | You often alter your appearance and are fascinated with exploring different humanoid features. |
| 8 | You've developed a taste for cooked food and love to try different cuisines. |
Sapient Slime Names
Slimes have no culture of their own, no parents and no language to base their own names off of. Slimes tend to instead adopt a name from another culture. Some slimes do like to come up with their own unique name, often based off of sounds. Some options for unique slime names are below.
"Unique" Slime Names: Ack, Blorp, Coop, Drop, Folp, Gloop, Schlorp, Slurp, Vulp, Zook.
Slime (Sapient) Traits
Your Slime character has the following traits.Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age
Most sapient slimes have no idea how long they existed before attaining intelligence. They do not, however, seem to ever age or degrade in any way. You are immune to magical aging effects.
Alignment
Slimes tend to be friendly, curious and gregarious but don't have any particular set of ethics or a sense of culture. They most often conform to the alignment of the culture they choose to belong to, but tend towards chaos and neutrality.
Size
Your natural size is Medium. While you can alter your density to lose and gain height your weight doesn't change. Through your shape without form trait you are able to become a Small creature if you so desire.
Your height can be set anywhere between 3' and 6' 6". You tend to weigh between 150 and 250 lbs based on how much or how little you have been eating recently.
Speed
Your base walking speed is 25 feet.
Slime Senses
Despite being a slime, your sapience has allowed you to develop a full suite of senses. Through the permeable membrane of your body you have the hearing, smell, taste, touch and sight of a human.
Even though you don't have a "tongue" you can still taste things that you dissolve for sustenance, though you find far more things palatable than a humanoid would. Anything you touch you can also consider to taste and smell if you want to.
Your field of vision is limited to the same as that of a human, attempting to broaden or enhance your vision without the use of magic is too taxing on your mind.
Your natural blindsense as an ooze has weakened with these new senses. You have blindsense out to 10 feet.
Amorphous Resilience
Your unique slime physiology makes you remarkably resistant to blunt force trauma and your own native acidity partially counteracts the effects of other acids. Your acidic nature makes you immune to disease. You can still be poisoned however, many toxins threaten the bonds that hold your amorphous body together. You do not need to breathe or sleep and magic can't put you to sleep.
- You have resistance to bludgeoning damage and acid damage.
- You don’t need to breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep. You still need to spend 6 hours in no more than very light activity such as reading or keeping watch in order to benefit from a Long Rest.
- You still need to consume the same amount of food and drink as a Medium humanoid. You can consume any liquid or organic material, but still suffer the effects of toxins they might have. You can be poisoned and you can even become intoxicated from alcohol.
Gelatinous Defense
It is difficult for you to wear armor and use your full physical capabilities, however you have an incredible resilience. Your physical integrity is harmed by blades, blows, punctures and energy of all kinds much like a solid entity, but your gelatinous body naturally seizes to spread the energy of incoming attacks out to attempt to prevent harm. When not wearing any armor you have a natural AC of 10 + your Dex modifier + your Con modifier.
Solvent Self
While slimes are capable of wielding weapons in their humanoid forms, many find it inconvenient. Luckily they are more than capable of defending themselves with their natural acidity. You have a melee attack you are proficient with that hits using your constitution modifier and allows you to deal 1d4 + your constitution bonus acid damage.
If you have a creature grappled you may elect to deal this damage after each successful grapple control roll you make.
Shape Without Form
Your true form is to be formless, nothing more than a glob of organic acid. You can control the membranes that keep your body cohesive to a surprising degree, though you are constrained by your mass and you need to remain as a single entity. You can freely control your own acidity and activate or deactivate your Solvent Self racial trait as a free action. You never cause harm to any object or creature with your acid that you do not intend to. You can make yourself more or less fluid, ranging from a puddle of viscous goo to a smooth gelatinous flesh-like firmness. You can safely store objects within your mass, following normal rules for encumbrance.
You can move through spaces as small as 1/4-inch without squeezing and you can't be bound by nonmagical restraints. You can't wear armor, wield weapons or carry objects too large to fit through any space you wish to pass through.
As an action you can shape yourself into any Small or Medium object or creature you have seen and spent at least a short rest studying. You can freely alter the form's height, build, facial features, coloration, sex, voice and any other distinguishing features. Regardless of the form you take you still look like a slime, translucent and gelatinous. Disguises or illusion magic still work on you as normal and can be used to hide your true nature. You can wield any weapons or armor suited for the shape you take, but non-magical armor must be removed before you change your shape and won't fit unless sized for your new shape.
No matter how you look you are still a slime, you do not gain any of the traits, abilities or movement modes of any form you take and it does not alter any of your ability scores.
Languages
You can speak, read, and write Common and one other language of your choice.
Previous Versions
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