Half-Ooze (5e Race)

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Ooze-Kin Variant[edit]

The Nine?"


—Devora Mindstorm when seeing the "first" ever ooze-kin

Of All Shapes and Sizes[edit]

slimegirl.jpg
Half-ooze inspiration, Snake's Venom, from Legend of Cryptids

These creatures have a humanoid form, but are fluid and appear to be made of solid gel. They often hold onto a form they simply like, but they tend to change shape at a whim. They are often the color of their ancestor, but with those that come from Gelatinous Cubes, they can be an assortment of colors.

Usually, they prefer a "regular" or "default" as their humanoid parent or ancestor. Their weight becomes less, but not (relatively) severe. Usually about ten to thirty pounds lighter than the base race. As height goes, they usually maintain a similar height in the default form. With hair like ooze, it is darker and behaves somewhat akin to hair. It is darker than the rest of their body.

They wear clothes made of actual cloth to blend in with "non-viscous", as they say, or solid humanoids.

They do not leave slime trails since they are attuned to holding a humanoid shape and have strong tendencies towards their base or parent race's form. They often dislike intense cold as they feel freezing temperatures easily, however they are not weak to them. They just feel uncomfortable with them. On the other hand, they usually enjoy warm temperatures and environments.

Fluctuating Existence[edit]

They are a rather new race, or so it seems. Some hypothesize that the ooze-kin’s have existed and gone extinct over and over for millions of years, but due to their lack of remains after death, no one can prove its validity. An ooze-kin emerges when powerful magic fuses a humanoid body with an ooze. Both bodies are expended by the transformation, but the new creature acts like a typical human infant with no memory from either of its parents. It is believed they can reproduce as other humanoids, but there has been no evidence of this either. Very few know the reasons behind the creation of a ooze-kin, but more educated adventurers have thought that it might be the result of a hag's foresight. Other, more optimistic types have thought it came from a wizard who became consumed by his studies in trying to get a child of their own. One way or the other, these strange people are flexible and unsettling.

Spread Thin[edit]

Their species is so fluctuating and endangered, there has been no proper congregation of ooze-kin. They tend to behave similarly to their surrounding culture.

Ooze-kin populations are fluctuating and unstable due to the boom and bust cycles of fusion. There are also cycles of persecution and harmony between adventurers/dungeon crawlers and their kind. Thus they are considered endangered since some adventures try to kill them on sight, despite their reasoning abilities and sapient mind.

Half-slimes do not meet often, simply due to the rarity of their kind.

As they are typically made by fusion since the possibility of having progeny is uncertain or unknown, they take on the surrounding culture. It is obvious they are part ooze, but they fit in quite well actually. Generally, the racial relations of the "solid" parent remain intact. (Ex kobold ooze-kins generally live with kobolds, are raised to have a kobold psyche and thus, do not like gnomes.)

Half-Ooze Names[edit]

As there has never been a proper settlement of Half-Oozes, the only names have been those of other peoples who adopted them.

Half-Ooze Traits[edit]

These creatures have a humanoid form, but are fluid and appear to be made of solid gel.
Ability Score Increase. Your Dexterity and Constitution scores each increase by 1.
Age. Half-Oozes age at the same rate as humans.
Alignment. Half-Oozes lean toward chaotic neutral from their animalistic nature inherited by their ooze origin.
Size. Half-Oozes are between 5 and 6 feet tall, although their bodies are often amorphous. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Amorphous. You can move through a space as narrow as 1 inch wide without squeezing, leaving behind any equipment that can't move with you.
Corrosive Form. When a creature hits you with a melee attack, as a reaction, you can force them to make a Dexterity saving throw, to avoid a backlash stream of acid.The DC for this saving throw is 8 + your Constitution modifier + proficiency bonus. A creature takes 2d8 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use this trait, you can’t use it again until you complete a short or long rest.
Corrosive Touch. When you make an unarmed strike, you may replace the damage type with acid damage.
Engulf. When you are grappling a creature you can engulf them as well if they are the same size category as you or smaller, imposing disadvantage on any ability check or attack roll that the grappled creature makes. Any damage you take is halved and the engulfed creature takes the other half and vice versa. You can’t use this trait again until you complete a short or long rest.
Ooze Nature. As a magical but strictly non-biological being, you don’t require sleep.
Languages. You can speak, read, and write Common and one other language of your choice.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 1'' +2d6 100 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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