Spelljammer, Plasmoid

by Kamebit

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Plasmoid

Plasmoid are highly intelligent and extremely dextrous oozes, able to manipulate every fiber of their being. Plasmoids can alter the fibers of their bodies to form interior pouches for carrying items, limbs to use as legs, arms, tails, heads, etc., and air pockets that can be squeezed to produce sound to talk.

Their nerves are massed into groups called ganglia. These can be sensitized to detect light, heat, texture, sound, pain, and vibrations.

When plasmoids sleep or lose consciousness, they lose their rigidity and ooze to conform to the area they are in. This can be a very dangerous thing for plasmoids, thus they select their sleeping chambers with great care.

Plasmoid Adventurers

Plasmoids love treasure and power. Thus adventuring has attracted their attention. Plasmoids enjoy philosophical debates, storytelling, and they are commonly employed in the political arena because of their near-tireless ability to speak about nothing at great length.

Plasmoids are easily entertained and nearly as easily fascinated. They have a child-like curiosity that frequently lands them in undesirable situations. One bad habit of plasmoids is their tendency to eat (absorb) things at random, occasionally things of importance to other beings.

Plasmoid loyalty is a thing of legend. Thus the saying, "If you want a friend to stick with you, choose a plasmoid." However, this doesn’t mean that they are beyond deceit.

Traits

As a plasmoid you gain the following traits.

Ability Score Increase. Your Constitution increases by 2, and your Charisma increases by 1.

Age. Plasmoids are somewhat immortal. They reproduce by mitosis. Each young retains half the memories of their parent. Unfortunately plasmoids don't have infallible memories, and most can't remember much beyond a generation or two.

 

Size. Plasmoids average 200 to 300 pounds, Your size is Medium. However a plasmoid can reduce their size to Small, by disposing of superfluous body mass over a short or long rest. It takes a week for a plasmoid to return to it's Medium size.

Speed. Your base walking speed is 25 feet.

Languages. You can speak plasmoid, which other races can't imitate as it consists of sounds and body language only plasmoids can produce, plasmoid lack a written form. You can also speak, and read Common, but cannot write it without further training.

Ooze Nature. You are an amorphous ooze and gain the following benefits:

  • Your creature type is ooze, rather than humanoid.
  • Can move through a space as narrow as 1 inch wide without squeezing.
  • When you are prone, you can stand without expending movement at the start of your turn.

Ooze Resistance. You have resistance to acid and poison damage.

Hold Breath. Since plasmoids can store air within their bodies if they have access to air and take an action to prepare themselves they can "hold their breath" for up to an hour.

Escape artists. You have advantage on saving throws, and ability checks to avoid being grappled or restrained.

Amorphous Sensory Organs. You have advantage on saves against being blinded, and deafened.

Pseudopod. You can hit creatures with pseudopods which you can extend from anywhere on your body. These pseudopods are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal acid damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

 

Brewed by Jay, a.k.a. u/KameBit and @KameBit


Find more brews and ideas at KameGames.com


Special Thanks to my fellow brewers of the Discord of Many Things


Art Credits: Plasmoid art from artist Der-Reiko

 

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