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Plasmoid

Plasmoids spawned from the energized blood of the creatures summoned by the Elder Gods when it mixed with their brain matter, absorbing the neurons within. What resulted was an amorphous ooze made of cells, fibers, and clusters of nerves that could shape itself in anyway it deemed fit, allowing them to wear clothing and accessories. Plasmoids reproduce by budding which results in a special neural link that is established with the offspring. Because of this link, the new Plasmoid inherits all the memories of the parent Plasmoid. Regardless of these memories, Plasmoids have proven themselves to be individually unique in personality and ambition. Plasmoids consume food through osmosis and excrete waste through tiny pores. They breathe by absorbing oxygen through a separate set of tiny pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most Plasmoids are translucent grey, they can alter their color and translucence by absorbing dyes through their pores. 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.

Plasmoid

Ability Score Increase Your Dexterity increases by 1. Then, choose a different ability score to increase by 2 or choose any two ability scores to increase by 1.
Size Medium
Speed 30ft

Starting Hit Points. 6 hit points are added on character creation.   Age. Plasmoids reproduce by budding and are fully grown once they detach from the parent. It is unknown how long they live.   Size. You are Medium or Small. You choose this size when you gain this ancestry.   Creature Type. You are an Ooze   Dim-light Vision. You can see in dim light within 60 feet of you as if it were bright light.   Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing and aren't being resisted by outside means. You also have advantage on ability checks you make to initiate or escape a grapple.   Hold Breath. You can hold your breathe for up to 1 hour.   Neural Memories. Your inherited knowledge can be called upon when you need it most. At the end of a long rest, choose a skill you are proficient in and gain Expertise in that skill.   Natural Resilience. You have resistance to Acid and Poison damage, and you have advantage on saving throws against being poisoned.   Shape Self. If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required). As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can't attack, activate magic items, or carry more than 10 pounds.   Falling Resistance. You can subtract up to 30ft from the damage when calculating fall damage and you do not fall prone.

Languages. You can speak, read, and write Common and Elder


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