Viscous Amalgam (5e Race)

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Viscous Amalgam[edit]


Solve et coagula; Dissolve and coagulate.

Physical Description[edit]

The Viscous Amalgam (plural called amalgae), sometimes referred to as a rippling wraith or coagulated chimera, is often seen in a slow-moving roil of burbling, colourful liquid that encases skeletal remains. A long, twisted wick protrudes from deep inside the skull. It takes on a fairly humanoid shape when liquefied, and looks completely humanoid when solid. In liquid form, they are brightly coloured, translucent, and often in some kind of knelt or crawling position, though some Amalgae have been seen to be completely standing when in liquid form. When solidified, they are able to walk around upright and become an opaque, waxen substance, similar to that of an unmelted candle.

History[edit]

Magic is a very unstable force, and such abominations as this are created when it is not handled responsibly. They are very rare creatures to spot in open environments, and are almost always the result of a mage's shortcomings, or the experimentation on an unwilling victim. Because of this nature, Amalgae are not found in large groups. They usually stay wandering near the area they were created, as if lost in their memories before the event of transformation. Amalgae that were taken to their old homes, workplaces, etc. seem to have a similar reaction, and it is best to take them away from an area that causes this mental loop if they are needed for study. Their wick burns smokeless similar to that of a djinn, and it is believed that the flame is where their soul's energy remains. Any attempts to cut or snuff out the flame on their wicks have given odd results: the flame continues to reignite, and the wick continues to grow from the skull for an undeterminable amount. Amalgae die if their skull is broken or removed from the rest of their body.


Attitudes and Beliefs[edit]

Amalgae are usually solitary yet curious creatures. Many of them seek to return to their past lives, while others accept their new identities as grotesque monsters and hide away from civilization.

Viscous Amalgam Names[edit]

Amalgae often choose some kind of onomatopoeia similar to the noise their liquefied form makes whenever they give themselves a name. Often, this is because their own noise is the only thing familiar to them after being transformed. Sometimes, they remember enough to be able to choose to keep their past life's name, but this is rare. Amalgae in study usually take on whatever names their creator or surrounding people give them. They have no concept of sex or gender, but may be gendered by whoever accompanies them or by who they used to be. They are often referred to as "it" or "they" whenever not given a specific gender.

Name Examples: Gulk, Shist, Phiz, Gago, Elch

Viscous Amalgam Traits[edit]

A viscous amalgam is a roiling elemental mass of liquid encasing skeletal remains with a small wick protruding from its skull. They can interchange between solid and liquid forms and digest other creatures.

Ability Score Increase. Your Constitution or Wisdom score increases by 2 and your Dexterity score decreases by 1. Amalgae are very hardy creatures, and often have hefty instinctual know-how and awareness. They are very slow on land, especially when liquefied.
Age. Amalgae often retain the maturity of the digested host. It is unknown how long they live, as they show no signs of aging.
Alignment. Amalgae are often still be driven by their original goals. Others embrace being a monstrosity, leaning towards more chaotic and even evil alignments.
Size. Amalgae are usually Small when liquefied, and Medium when solidified. Small creatures that have been turned into a host often have more gelatinous substance to compensate for their lacking amount of height.
Speed. Your base walking speed is 15 feet when liquefied, and 30 feet when solidified. You float on liquid like wax or oil when liquid, and are very buoyant when solid: your speed is 35 ft through water in both forms.
tremorsense...ish. You lack true eyes, and feel reverberations from the area around you to see. You can feel the wingbeat of flying creatures if they come close to you. You have 60ft of temorsense on the ground, and 30ft for objects in the air. You cannot discern colour or brightness.

Dissolve & Coagulate. Your form is dynamic. You can harden your form into a waxy, thick substance, or liquefy yourself. It takes a full turn in combat to change between forms completely, and you must take a long rest before being able to do it again. You can revert back to either form after changing without a long rest, and you can stay in either form as long as you want.
Liquid: When your body is liquefied, your form is a thick, soupy substance with elemental properties (see Elemental Variants) and you deal contact damage (see Digest). You cannot hold armour unless it is magical in some way, and it is impossible to wear it.
Solid When hardened, your body is a waxy substance similar to a candle. Your Strength and Dexterity are raised by your proficiency bonus (cannot go above 20) for the duration that you are hardened, and you gain temporary health equal to your Constitution modifier + one hit die per level. You can wear armour, wield weapons more efficiently, and jump. You cannot deal contact damage the same way you can when liquid. When you liquefy again, these benefits do not remain.

Digest. When in liquid form and in contact with soft, organic, unenchanted matter, it slowly deteriorates per turn or per minute for 1d4 + your Con modifier. Similarly to a proficiency bonus, the d4 amount scales every four levels (1d4 at levels 1-4, 2d4 at levels 5-8, and so on.)

Languages. You can speak, read, and write Common and one other language of your choice. Keep any racial language your character had before death. Whenever you speak, your voice radiates off of you like an ethereal hum.
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Elemental Variants[edit]

Ability Score Increase. Amalgae are elemental by nature, often depending on factors from a past life (race, class, specialties).

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ '' + lb. × () lb.

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

Suggested Characteristics[edit]

When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1
2
3
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
0.00
(0 votes)

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