Plasmoid
A rare breed of Ooze from the Farrealms. Plasmoids are Oozes at their core but they are intelligent enough to assimilate into most any society. They take advantage of their malleable forms to adapt to their environments and blend in.
Clear and Malleable
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. 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. Although most Plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
They are as malleable as their forms. They eventually reflect the alignments and habits of those they spend their time with. A small part of their Ooze self makes them want to assimilate with their environments and companions. They can be more energetic around Hadozees, more subdued around Giffs, and more cold and bloodthirsty around Ssurran.
Unique Oozes
Unlike most Oozes, Plasmoids are not ruled by base instincts. They can master their innate impulses and become like any other race. 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.
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. 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.
Spacefarers
Plasmoids do not usually stray from the Astral Sea where most are found. They love life on Spelljammers and even if they are not on a Spelljammer many still end up becoming more conventional sailors on the sea. The varied races and exotic creatures that are drawn to Astral Ports lets Plasmoids exist in their base form as a clear and jiggly mass without judgement.
A rare breed of Ooze from the Farrealms. Plasmoids are Oozes at their core but they are intelligent enough to assimilate into most any society. They take advantage of their malleable forms to adapt to their environments and blend in.
Clear and Malleable
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. 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. Although most Plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
They are as malleable as their forms. They eventually reflect the alignments and habits of those they spend their time with. A small part of their Ooze self makes them want to assimilate with their environments and companions. They can be more energetic around Hadozees, more subdued around Giffs, and more cold and bloodthirsty around Ssurran.
Unique Oozes
Unlike most Oozes, Plasmoids are not ruled by base instincts. They can master their innate impulses and become like any other race. 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.
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. 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.
Spacefarers
Plasmoids do not usually stray from the Astral Sea where most are found. They love life on Spelljammers and even if they are not on a Spelljammer many still end up becoming more conventional sailors on the sea. The varied races and exotic creatures that are drawn to Astral Ports lets Plasmoids exist in their base form as a clear and jiggly mass without judgement.
Traits
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.
Hold Breath
You can hold your breath for 1 hour.
Natural Resilience
You have Resistance to Acid and Poison damage, and you have advantage on saving throws against being Poisoned.
Shape Self
As an action, 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. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 ft long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.