Fluidic
Also called "Plasmoid", "Oozoid", or, most commonly, "Slimefolk", the Fluidics are a humanoid race of Oozes.
They resemble humans in basic shape and proportions,
but are made of a homogeneous gel.
Slime Body
A Fluidic's gelatinous body may be translucent or opaque, and one of any number of colors, from the most common mossy greens or muddy browns, to more exotic colors like purple, blue, or pink. The color can lighten or darken slightly in response to emotion, similar to a human blushing.
Fluidics have some amount of control over the form of their gelatinous body, but only within the bounds of generally humanoid shapes and proportions, and they cannot change their total body mass. Fluidic bodies are androgynous by default, and without biological sex, but many shape their bodies to imitate the secondary sexual characteristics of the gender they identify with.
Fluidic faces have very little definition, with simple divots where a human's eyes would be, subtle curves representing cheekbones, brow, and jawline, a distinct lack of nose or mouth, and often -- but not always -- something approximating a hairstyle at the top and back of the head. These features are expressive enough to be easily understood by other Fluidics, but other races have Disadvantage on any roll to read the emotions or facial expressions of a Fluidic. With some effort, a Fluidic can force her facial plasm to be more detailed, approximating the face of any humanoid she has seen or can imagine, removing that Disadvantage. The Disadvantage may also be waived at DM discretion for characters who have become familiar with that Fluidic, or with Fluidics in general.
Fluidics have arms and legs in the same places and with the same proportions as humans, but they have no bones or joints, being as malleable and prehensile as tentacles. Rather than ending in hands or feet, they end in pseudopodia, which do not have toes or fingers but can grasp as easily as a tentacle could. With some effort, a Fluidic can force her pseudopodia into the shape of a hand or foot, with as many or few digits as she chooses, allowing her to use equipment or perform somatic components designed for humanoids.
Swamp Thing
Fluidics mostly live deep in otherwise uninhabited swamps, organized into primitive tribal societies, or else living in isolation. They live on whatever decaying organic
material they can find, which is not hard to
do in a swamp. They tend to be shy, hiding
or fleeing from intruders in their swamps,
and only fighting if cornered.
Fluidics do not usually wear clothing
or other adornments, as these can
obstruct some of their racial features,
but they do not have any particular
compunction against doing so
if required to.
Art by RainDante
Fluidic Traits
Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1.
Age. Fluidics reach maturity around the age of 8, and live into their mid 50s.
Alignment. Fluidics tend toward Neutral alignments.
Size. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Languages. You speak, read, and write Common and Aquan. Your voice sounds like if someone figured out how to form coherent syllables by squeezing wet clay in their fist. Other races tend to find this unsettling and/or comical, which gives you Disadvantage on all Charisma checks using speech targeting non-Fluidics.
Oozoid. You have the type Ooze as well as Humanoid.
You have Blindsight 30 feet, Darkvision 120 feet, and are blind beyond this radius. You are immune to being Blinded or Deafened, and resistant to acid damage.
You can breathe water as well as air, and can breathe with any part of your body so long as it is unobstructed.
Differently Morphous. When unarmored, you can enter a hostile creature's space and stop there, and you can move through a space as narrow as 2 feet wide without squeezing, or 1 foot wide by squeezing.
You do not die from being beheaded. If a body part is severed, it disintegrates into a pool of mild acid and you grow a new one during your next complete long rest.
Digestive Acid. Your internal acid allows you to digest and gain nutrition from nearly any organic material. You can eat with any part of your body so long as it is unobstructed.
You can choose to secrete this acid externally, causing your unarmed strikes to deal 1d6 acid damage in addition to the normal damage for an unarmed strike.
Phagocytosis. As an action, you can force a creature in your space to make a Strength saving throw with a DC of 8 plus your Constitution modifier plus your Proficiency bonus. On a failure, the target takes 1d6 plus your Constitution modifier bludgeoning damage and 1d6 acid damage. If it is your size or smaller, it is also grappled. Until this grapple ends, the target is restrained and unable to breathe, and takes 1d6 acid damage at the start of each of its turns. Both instances of acid damage increase by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). If the saving throw is successful, the target is pushed out of your space.
After using this feature, you cannot do so again until you complete a short or long rest.
Slick Skin. You have advantage on any roll to escape a grapple, and can easily slip through most mundane bindings. You are considered to have only drunk half enough water or less on any day you do not fully immerse your body in water.
Salt Vulnerability. Contact with alkaline compounds such as salt, soda ash, or lye causes your acidic body to blacken, sizzle, and crack painfully. If you come into direct contact with undissolved alkali crystals, you take 1 necrotic damage on contact and at the start of each of your turns (every six seconds) for each ounce (or fraction thereof) you are in contact with, and you are Poisoned until you rinse the particles away with water and for one minute thereafter. Alkali dissolved in a solution of sufficient concentration (such as soap or ocean water) confers the Poisoned condition for the duration of contact, but does not persist after being rinsed off and causes no damage.