Slimes
About five hours past noon while I was gliding ahead to scope out oncoming danger, a massive chill ran throughout my body. Something gigantic was swimming nearby. I had sensed massive beasts before, but nothing like that… thing. Unaware of my presence, prowling the depths about forty feet away from me was an unmistakable titan. I had heard only tales of the colossus that ruled those waters, one that had consigned many before me to an untimely fate. Quickly I darted through the water, trying desperately not to make a sound. Surfacing within about twenty seconds, all I could think to yell was one word. “Kraken”.
-- Sylvia Shore, recounting her chance encounter with a legendary beast.
A curious people with plenty way of getting into whatever they want, slimes are a rare sight. Comprised of a thick, stretchy, translucent substance held together by unknown means, they are rather versatile in both skills and appearance. Descendants of oozes, slimes have much more stable forms and notably higher intelligence than their goopy ancestors. Although technically of the same branch as oozes, slimes are not often evil, but do retain an underlying talent for mischief.
A Colourful Medley
Slimes can have many different colours, the most notable of which being blue, orange, pink, red, and yellow. Any one slime can only be of one colour, being mostly monochrome, save for a couple shades. A pink slime, for instance, could be any shade of pink, with minor shifts in saturation and tone different places, such as magenta hair, dark pink eyes, and a bright pink body. Different colours of slimes have wildly differing abilities, ranging from blue slimes’ incredible finesse with water, to yellow slimes’ bright natural light and radiating warmth.
Slimes born of one colour have a tendency to be the same colour, having a natural affinity for that colour’s abilities. This, however, is not necessarily a rule.
Young slimes’ bodies are much less viscous and more transparent than adults. Possessing the ability to choose their own appearance, body shape, colour, and even sex, slimes are seemingly only limited to a humanoid shape. This radical ability to shift oneself is gradually lost through adolescence, wherein the slime’s body starts to take a more stable form, slowly setting until they lose the ability almost entirely, at which point they are considered adults. Adults can still change smaller things such as “hair”, which never truly set.
Flexible Form
Slimes do not have any bones, and are very flexible, able to contort themselves in ways other creatures find unnatural. They can stretch a small distance, but can be ripped and torn by great force, such as a heavy impact or very strong pull. Their fingers can bend in all manner of strange ways, allowing them greater dexterity, and aiding in complicated tasks, such as playing an instrument. This flexibility is often used deviously, to surprise other creatures.
Most slimes love practical jokes, and their flexibility and lack of normal body structure facilitates it. A slime might cast Disguise Self to look like a Human, and then pretend to break their arm, or turn their head entirely around to look directly behind them, because the looks others faces afterwards are pure gold.
Uncanny Healing
Slimes have an unsettling knack for healing from savage wounds; massive gashes, fist sized holes, severed limbs, and even being carved in half, though often fatal, are not permanent. Assuming they survive, given enough time and nutrition, a slime can recover from the most terrifying of injuries, even regenerating lost limbs. If a severed piece is held to the wound from which it came, weather it be by hand or affixed in place with bandages and string, a slimes’ body can re-connect to it, completing recovery within mere days.
Slime Traits
Ability Score Increase. Your Dexterity score increases by 2 **Age. slimes reach adolescence at around 20 years, and adulthood at nearly 30. The maximum age for a slime is unknown.
Alignment. slimes tend toward chaotic alignments, rarely ever being lawful. They greatly enjoy freedom, and often harbour a distaste for excessive rules, laws, and restrictions.
Speed. Your base walking speed is 25 feet.
Size. slimes have a wide range of heights varying from 4 to 6 feet and can weigh anywhere from 90 to 180 pounds. Your size is medium.
Flexible. Your body can contort, squish, and bend in ways most creatures can’t. You can move through the space of any creature and slip through/into tiny spaces without squeezing.
Unending Breath. You can hold your breath indefinitely while you're not incapacitated.
Languages. You can speak, read, and write Common and one extra language of your choosing
Subrace. slimes gain most of their abilities after they set, determined by their colour.
Red
Red slimes are compact and heavy, typically smelling faintly of sulphur. Their body naturally produces a highly volatile goo over time that they can use to create small, relatively harmless explosions. If, however, they detonate a large amount of this substance at once, they can cause a much more violent explosion that, while seemingly not harming the slime, it is quite detrimental to the health of those around them.
Ability Score Increase. +1 Constitution or Strength
Sulphuric Blast. You can use your action to cause a violent explosion. Each creature within 5 feet of you must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature is pushed back 5 feet and takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use this feature, you can't use it again until you complete a short or long rest.
Explosive Blood. As an action, you can produce a small, harmless explosion. This explosion creates a sound from a small crackle, to a loud bang.
Pink
Pink slimes are light, energetic, and bouncy… literally. Their body has an elasticity outclassing any other known material, stretching farther than what should be possible, then snapping back. This quality proves useful in many situations, allowing them to bounce off the ground when falling, jump higher, and even hit farther.
Ability Score Increase. +1 Constitution or Strength
Bouncy Body. Immediately upon being knocked prone, you can use a reaction to bounce back up, avoiding the condition.
Springy Step. When performing a long jump or a high jump, you can jump 5 feet farther or higher. Additionally, all falling damage you take is halved.
Stretchy Limbs. When making a melee attack, you may choose to take disadvantage on your attack roll to add 5 feet of reach.
Yellow
Yellow slimes have pockets in their bodies that store a thin yellowish liquid, similar to lighter fluid. These pockets glow and churn freely throughout them, producing heat and bright light. The slimes can control how much light they shed to an extent, being able to dim them or even brighten them significantly for a short time. Yellow slimes have been known to enjoy spelunking, and make for great miners, as they don’t need to carry a light.
Ability Score Increase. +1 Constitution or Wisdom
Bubbling Lights. You glow a bright yellow, providing bright light in a 20-foot radius and dim light for an additional 20 feet. You can suppress this effect at will, shedding only dim light for 5 feet.
Sunbeam. Once per long rest, you can flare up, producing sunlight in a 30-foot radius on top of your normal glow for 1 minute.
Warding Heat. You radiate warmth, similar to that of a campfire. You and all creatures within 5 feet of you have resistance to cold damage and are immune to the effects of extreme cold.
Blue
Blue slimes love water, and often work in and around docks. They are much more maneuverable underwater than most, making them excellent at tending to the outside of ships, scouting waters ahead, or patching breaches in the hull. While submerged, their blue, translucent bodies almost disappear, allowing them to escape most dangers undetected.
Ability Score Increase. +1 to Strength
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet.
Water Affinity. You gain advantage on Dexterity(Stealth) checks while fully submerged in water, and you have advantage on Strength(Athletics) checks against the effects of rough water.
Aquatic Agility. While swimming, you can take a bonus action to dash.
Ripple Sense. While underwater, you can detect the presence and size of creatures within 60 feet, although you cannot discern their location.
Orange
Orange slimes produce a distractingly pleasant vapour, with befuddling effects on the mind. They can secrete this vapour at will, and often do so just to get their way. Most people effected by this vapour have reported feeling uncharacteristically charitable and kind while talking to them. They tend to be very charismatic and manipulative. Although typically not actively malicious, they are incredibly mischievous, and use their power with little care for those around them.
Ability Score Increase. +1 to Charisma
Seductive Scent. You can attempt to charm one creature. The target must make a Wisdom saving throw or be charmed for 1 minute. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. Regardless of success or failure, they are unaware of your attempt to charm them. If a target succeeds the saving throw, they are immune to the effects of this feature for 24 hours. This feature can be used a number of times equal to your charisma modifier per long rest. This feature has no effect in rain.
Persuasive Fumes. You gain proficiency in persuasion
Wingman. Whenever you charm a creature, you can choose one creature that you can see within 20 feet to share the status of charmer.