Absorbing Gelatin

Introduction

This page is intended for Baldur's Gate 3, Dungeons and Dragons, or any RPG, CRPG, ARPG. It describes 3 new components:
- A new Origin: The Ooze the Ooze Brood of Juiblex + Bwimb II, manipulated by Ghaunadaur
- A new Race: Absorbing Gelatin No Item. Absorbs Properties (Ability Scores, Features, ...etc.)
- A new Class: Mime Copy Actions and Reactions
Altogether, they create a powerful narrative and gameplay experience.
Character creation

The Ooze (Origin)

Prologue
Secret Laboratory
In 1492 DR, the consciousness of a drop of iridescent ooze (Tiny), awakens in a nautiloid's secret laboratory.
In the dark, The Ooze hears:
"Feed the ooze !"

The Ooze
- Receives a Compound Eye Bug's Eye
- Absorbs Compound Eye to gain Compound Vision Pixelated vision
The nautiloid is attacked: the Illithids leave the laboratory.
After a jolt, its test tube rotates.

The Ooze
- Falls on a human eye
- Absorbs the human eye to gain Normal Vision
- Takes advantage of this situation to escape
- Absorbs an inert ooze near a vent to gain Amorphous
- Sneaks through the vent to reach the Nursery Room
Nautiloid

The Ooze
- Uses pipes to reach the nautiloid's chambers
- Absorbs
- A goblin to gain Small
- Humans to gain STR 16, CON 14, INT 16, Medium, 75 kg
- Elf to gain Fey Ancestry
- Intellect Devourers to gain Blindsight and Telepathy
- Lesser Imps to gain Darkvision, Devil's Sight, Base Racial Speed 9m Flying, DEX 17
- Illithids to gain INT 19, WIS 17, CHA 17, Magic Resistance, Base AC 15, and Max HP
- Cambions to gain STR 18, DEX 18, Fiendish Blessing, Base AC 16, Max HP
- Lesser Boar to gain 120 kg
- Enemies with Shield of Faith casted by Shadowheart
After leaving the nautiloid, The Ooze absorbs
- Enemies with Mage Armour, Longstrider casted by Gale
Act 1
Visions of Suppurus

After leaving the nautiloid and absorbing 10 enemies, The Ooze is overcome by a vision of Suppurus.
The Ooze sees an underground lake beneath the Slime Pits, composed of oozes under the control of a vile demon.
A voice, Juiblex's, whispers to him:
"Join me."
A voice, Ghaunadaur's, whispers to The Ooze:
"Free them from this demon."
The Ooze understands that Suppurus, the collective consciousness of the oozes, must be protected.
Visions of Paraelemental Plane of Ooze
After leaving the nautiloid and absorbing 20 enemies, The Ooze is overcome by a vision of Swamp of Oblivion (Paraelemental Plane of Ooze).
The Ooze sees a planetary ocean, composed of oozes under the domination of a vile princess.
A voice, that of Bwimb II, whispers to The Ooze:
"Come to me."
A voice, that of Ghaunadaur, mutters to The Ooze:
"Free them from this despot."
The Ooze understands that the Paraelemental Plane of Ooze, the collective consciousness of the oozes, must be protected.
Owlbear Cave

The Ooze, curious of its taste, can choose to absorb the egg in front of the Owlbear Mother
Sunlit Wetlands

The Ooze fights a colony of Dipsas, and their alpha, a giant Dipsa
Underdark: Myconid Cultists

The Ooze
- Discovers a passage to a myconid temple
- Observes that Myconid Cultists pray around a strange fungus destined to invade the surface
- Listen the Cultists pray Zuggtmoy, a myconid demon
- Confronts Spore, lesser aspect of Zuggtmoy
- Absorbs Spore to gain a unique and thematic Feature (Fungal Resistance)
- Reports this encounter to Spaw, who
- Says this incident is unrelated to their colony
- Says their myconid colony follows the guidance of Psilofyr, Lord of the Mycelium
- Suggests The Ooze should investigate in case The Ooze meets more Myconid Cultists
Goblin Camp

The Ooze finds a huge horn, excreting a strange, viscous liquid.
This rhython seems far too precious and far too large for its current owners.

The Ooze
- Wins against Krolla to gains the right to absorb the horn.
- Observes a slime jumping out of the horn.
- Confronts the Horn's Slime
- Absorbs the slime and the horn
Zentharim Hideout

The Ooze
- Observes that a strange aura emanates from one of Oskar Fevras's paintings
- Touches the painting, which seems liquid
- Falls into the painting
- Is transported to the lost city of Cynidicea, buried in the desert
- Discovers a superb humanoid statue with a hole in its forehead
- Decides to attach the horn found in the goblin camp to the statue
- Observes that the statue transforms into a hideous, tentacled demon

The Ooze
- Confronts Zargon, an immortal demon
- Separates the horn from Zargon's body
- Throws the horn out of the painting, leaving the demon vulnerable
- Absorbs Zargon to gain a unique and thematic Feature (Regeneration)
Act 2
Shadow Cursed Lands
The Ooze
- Confronts Ravenous Veil, Aspect of Darkness Given Hunger, hunting on the material plane
- Absorbs Ravenous Veil to gain a unique and thematic Feature (Black Pudding)
- Discovers a second pocket of Underdark (new zone)
Underdark: Abandoned Illithid Colony

The Ooze
- Discovers a passage to an abandoned Illithid colony in the Underdark
- Encounters Enthralling Wyrm, who
- Is a weakened young Brainstealer Dragon (Medium)
- Is a failed Illithid experiment
- Was late and the last to transform
- Was alone when it woke up
- Discovered that the colony is dominated by a Neothelid
- Seeks help to regain control of the colony
The Ooze
- Faces many challenges in the colony
- Absorbs the Neothelid to gain a unique and thematic Feature (...)

The Ooze
- Confronts a weakened undead Ooze

The Ooze
- Confronts the Neothelid
- Absorbs the Neothelid to gain a unique and thematic Feature (...)

The Ooze
- Is thanked by Enthralling Wyrm who
- Shares knowledge on the Illithid gods
- Ilsensine: god of conquest and mental power
- Maanzecorian: god of secret knowledge
- Uses the colony's resource to establish a telepathic connection with Maanzecorian, who
- Gifts Enthralling Wyrm with a secret: the psionic way to mutate into an Elder Brain Dragon
- Takes its one in a lifetime chance
- Mutates into an Elder Brain Dragon
- Becomes Schizophrenic
- Now sees The Ooze as a threat
- Attacks The Ooze

The Ooze
- Confronts Enthralling Wyrm, Weakened Elder Brain Dragon
- Absorbs Enthralling Wyrm to gain a unique and thematic Feature (Psionic Advantage)
NB: Psionic Advantage gives the player advantage against Psionic Saving throws, which are made with disadvantage by the attacker. This Feature will be useful in the final confrontation against Illensine.
Underdark: Demiplane of Filth

The Ooze
- Observes a sewer pipe from which a strange liquid flows
- The Ooze enters this pipe, and lands in the Demiplane of Filth
- Meets The Hermit, who
- Is a shard of Juiblex
- possesses all Juiblex's knowledge
- Agrees to provide a way to reach Shedaklah, if The Ooze can defeat him
- Confronts The Hermit, Aspect of Juiblex
- Absorbs The Hermit to gain Out of the Abyss Memories
- Is transported into a memory: Out of the Abyss (campaign)
Out of the Abyss (1485-1486 DR)

The Ooze meets a sentient ooze, Glabbagool, in the Oozing Temple (Follower).

The Ooze
- Confronts The Pudding King in Blingdenstone
- Hears the voice of the Hermit: "That was too easy. Another one"
- Is transported to the Doomvault
Dead in Thay (1485-1486 DR)

The Ooze
- Observes that, curiously, Glabbagool was transported as well
- Explores Doomvault, a dungeon located under Thaymount
- Meets Ooze Master, who
- is a Hybrid, Undead Human Ooze, Wizard
- Welcomes The Ooze
- Asks The Ooze if he is a Red Wizard
- Talks about the life of its master, Sarkalla, a Female Red Wizard
- Explains the purpose of the experiments of the transmuter Sarkalla
- Believes that all Red Wizards need to be fused with oozes to achieve immortality

- Meets Sarkalla, who explains
- How important is her research
- That her research is based on the work of Jon Irenicus in Athkatla
- The recipe to transmute a humain into an ooze
- Enucleate the eyes to acquire blindsight
- Flay the skin
- Remove the bones
- Liquefy the flesh
- Apply strong gravity
- Electrocute to make it alive

- Assist Sarkalla to create the White Maw, using a strange mechanism
- Destroys by error the phylactery of Ooze Master and White Maw
- Confronts Ooze Master, White Maw, Sarkalla, and their wights minions
- Absorbs White Maw to gain a unique Feature
- Absorbs Ooze Master to gain a unique Feature
- Absorbs Sarkalla to gain the Feature / Action: Transmute Human Companion into Ooze Submenu: Select 1 Ooze Race among those absorbed, then target 1 Companion. Kind of permanent Polymorph
Turaglas

The Ooze
- Hears a voice: "Someone here do not belong to this memory."
- Observes that the memory is devoured
- Perceives a countdown
- See an opening in the wall
- Enters in a forever changing maze of memories with blurred frontiers
- Avoids dealy traps and gelatinous cubes
- Hears a voice: "You cannot escape."
- Reaches a platform, Center of the memory, the only one that remains undevoured

The Ooze
- Confronts Echo of The Ebon Maw, Aspect of Turaglas
- Absorbs Echo of The Ebon Maw to gain a unique and thematic Feature (Hunger)
- Is transported to the Demiplane of Filth
- Talks to The Hermit
- Obtains a way to access Shedaklah (Act 3 Quest)
Act 3
Baldur's Gate: Iron Throne

The Ooze
- Meets a water tentacule
- Confronts or Liberates the water tentacule
- If confronted, absorbs the water tentacule to gain a unique Feature
- If liberated, talks to the water tentacule at Water Queen's House
Baldur's Gate: Circus

The Ooze
- Investigates a noisy manhole in the circus
- Discovers a cache in the sewers
- Gives the password to open a door
- Meets The Pantomime Tyrant, who
- Is a Spectator Mime
- Is made up like a Clown
- Is juggling with his eyes
- Confronts The Pantomime Tyrant
- Absorbs The Pantomime Tyrant to gain a unique and thematic Feature (Mime: Infinite Memory slots)
- Discovers a portal to Molor in the sewers
Molor

The Ooze
- Meets a Wererat explorer
- Visits the largest local industry, a cheese factory
- Investigates possible consumer contamination

The Ooze
- Discovers that the molds used have been infected by Myconid Cultists
- Track the adepts of Myconid Cultists
- Looses their track at the end of a corridor
- Discovers a portal to Swamp of Oblivion (Para-Elemental Plane of Ooze)
Swamp of Oblivion (Para-Elemental Plane of Ooze)

The Ooze
- Assist to a skirmish between Myconid Cultists and The Cult of The Maw
- Observe both being slaughtered by oozes
- Is invited by the oozes to meet their ruling princess
- Meets Bwimb II, a planetary ooze, who
- Vaguely looks like an ooze vagina
- Calls The Ooze "Child"
- Reveals The Ooze is the brood of Juiblex and her
- Is deceptively friendly
- Seeks to channel and harness The Ooze's power to accelerate her planar expansion
- Has killed many of its "childs", along with her father, Bwimb
- Wants to dissolve The Ooze, because she does not like The Ooze's smell
- Confronts The Slime Sovereign, Aspect of Bwimb II
- Absorbs The Slime Sovereign to gain a unique and thematic Ability (Corrosion)
- Is given a choice
- Free oozes of this plane, which grants the power to summon corrosive oozes
- Enslave oozes of this plane, which grants an additional Feature
- Is congratulated by a drow priest of Ghaunadaur, and its Grell pet, who opens a portal to Shedaklah
Shedaklah: Zuggtmoy

The Ooze
- Finds the surface filled with fungus
- Is prevented to access The Slime Pits by a myconid barrier
- Encounters Myconid Cultists, transporting spores to infect Molor's cheese
- Is made prisoner and escorted in the Fungal Palace

The Ooze
- Meets Zuggtmoy, who
- Rules over half the surface of Shedaklah
- Infects The Ooze's party (die roll, potential game over)
If the Ooze resists the Zuggtmoy's spores, it must play along and make Zuggtmoy thinks it is under her control.
Zuggtmoy
- Requests The Ooze to disseminate spores of a drought resistant Mushroom, to infect the Plains of Rust and its inhabitants
- Opens a portal to the Plains of Rust
Plains of Rust

The Ooze
- Contemplates a vast desertic area, surrouded by rocks
- Meets a Caravan of Tortles and follow them
- Discovers a village of Tortles settlors, who
- Established this village a century ago
- Were severed from Chult, their homeland, during the Spellplague (1385 DR - 1395 DR)
- Founded this humble city as a mean to survive
- Depleted all their resources, and are now starving, if not dying
- Say their many eggs had to enter into a stasis state, and will only wake up if moisted with water
- Are both hungry and thirsty, and need water as soon as possible
- Request The Ooze to found a legendary oasis, hidden in the desert
- Warn that a strange creatures lurks nearby

The Ooze
- Recruits a Tortle guide as a Follower
- Finds the Oasis
- Encounters a colony of hostile Slithering Trackers
- Observe them to fuse into a Monstruous Slithering Tracker
- Watch the Monstruous Slithering Tracker feed on the Tortle guide

The Ooze
- Confronts the Monstruous Slithering Tracker
- Absorbs The Monstruous Slithering Tracker to gain a unique and thematic Ability
- Hears a voice
- Meets the Oozasis, who
- Accepts to provide water to the Tortles, if The Ooze shares one of its memories

The Ooze
- Accepts the deal
- Is transported to The Nameless Isle (Divinity Orinal Sin 2)
- Finds a Merdaid
- Gains memory of a Mermaid's kiss
The Oozasis
- Is satisfied with the memory offering
- Shapes as a mermaid in its Oasis
- Agrees to share, once, some of its water with the Tortles to moisture their eggs
- In exchange, requests that the Tortles leave its desert

The Ooze
- Returns to the village with the Oozasis Mermaid, who refills the fountain before leaving
- Observe the Tortles moisturing their warrior statis eggs, which hatch and are magically grown as adults
- Tell the Tortles they need to move elsewhere, for example in a marecage
- Ask the Tortles if they would accept mushrooms as a food ?

The Tortles
- Say that a humid, putrid marecage would be ideal for them
- Say that mushroom is one of the favorite meals of Tortles
- Declare they are hungry, and ready to fight for their survival, at all costs
- Are ready to invade the domain of Zuggtmoy and raise an army
- Request The Ooze to show them the mushrooms and the marecage

The Ooze
- Guides the Tortles to Shedaklah
- Listens the Tortle army: "Mushrooms ! Eaaat the Mushroooooms !"
- Observe hundred of hungry Tortles swarming the fungi domain (Epic battle)
- Confronts The Queen of Fungi, Aspect of Zuggtmoy
- Absorbs The Queen of Fungi to gain a unique and thematic Ability

The Ooze
- Requests as a reward that the surviving Tortles devour the fungi barrier separating the domains of Zuggtmoy and Juiblex
- See the Tortles proceed
- Enters on Juiblex's territory
- Accesses the Slime Pits
Shedaklah: Slime Pits: Juiblex

The Ooze
- Avoids the surrounding corrosion of the Slime Pits
- Avoids the madness provoked by Juiblex's presence
- Travels to the depths of the Slime Pits

The Ooze
- Swims in Lake Suppurus, which looks like Hell, in an ooze version
- Reaches the throne of Juiblex, who attempts to subdue him












The Ooze
- Confronts the Faceless Lord, Aspect of Juiblex

The Ooze
- Absorbs the Faceless Lord to gain a unique and thematic Feature
- Is given a choice
- Free oozes of Suppurus, which grants the power to summon demonic oozes
- Enslave oozes of Suppurus, which grants an additional Feature
- Is congratulated by a drow priest of Ghaunadaur, and its Grell pet, who opens a portal to Far Realm
Far Realm

In the Far Realm, The Ooze's immunities are removed.
The drow priest
- Says that he is sent by Ghaunadaur, god of oozes
- Needs The Ooze to accomplish a ritual in the colony of Grells
- Lets its Grell pet guide The Ooze to the colony
The Ooze
- Encounters many weird inhabitants of the Far Realm

The Ooze
- Helps the Grells
- Gather the materials
- Accomplishes the ritual

The drow priest
- Narrates the story of Ghaunadaur, who
- Is one of the oldest creatures in the universe
- Is older than Ao, the Overgod
- Entered in a rage over a transgression to its power
- Struck most of the oozes mad, to divide them
- Took their intellects, so they can never defy it again
- Lost its psychic connection with the oozes
- Lost nearly all its worshipers as an unforeseen result
- Was relegated by Ao to the rank of mere ooze deity
- Tells The Ooze that Ghaunadaur has observed its actions
- Says Ghaunadaur is ready to receive The Ooze
- Activates an ancient portal leading to the Dismal Caverns
Dismal Caverns (Deep Caverns)

The drow priest
- Closes the entry of the cavern, for "confidentiality"
- Reveals to be Ghaunadaur
- Discloses his true intentions to The Ooze
- Will
- Absorb The Ooze to assimilate the essence of its genitors
- Use The Ooze's connection as a tool to reach every ooze
- Command all the oozes to worship Ghaunadaur
- Outnumber the worshippers of Ao
- Assume the role of Overgod
If The Ooze accepts his sacrifice:
Ghaunadaur consumes The Ooze and attempts to overthrow Ao. Like elections, Majority of N die rolls
Otherwise, if The Ooze refuses to be consumed:
The Ooze faces The Lord of Slime, Aspect of Ghaunadaur.

From a gibbering mouther attached to the ceiling, The Lord of slimes pours jelly on the ground. That jelly shapes into oozes versions of the other inhabitants of this plane, respectively:
- Laogzed, god of the troglodytes

- The Great Mother, god of the beholders

- Ilsensine, god of the mind flayers

Ghaunadaur reveals its true forms, step by step, while spawning many minions, to carry its will.
The Ooze faces That Which Lurks, Aspect of Ghaunadaur.
That Which Lurks can cast a malediction that removes The Ooze's resistances (on top of its immunities being removed by the Far Realm).
That Which Lurks spawns lesser ooze versions of Bwimb II, Juiblex, Zuggtmoy.

The fight is intense and difficult, worthy of The Ooze's unlimited evolutionary potential.
The Ooze faces The Elder Eye, Aspect of Ghaunadaur.
The Elder Eye petrifies and shoots deadly lasers.
The Elder Eye also calls forth ooze versions of Zargon and Turaglas.

The Ooze faces The Ancient One, Aspect of Ghaunadaur.
The Ancient One unleashes, from its mouth, tons of Gibbering Mouthers.

The Ooze
- Ultimately prevails
- Absorbs Ghaunadaur to gain Ao's Attention

The Ooze
- Observes that Ao intervenes
- Is given a choice
- Merge with Suppurus and the Swamp of Oblivion, free all the oozes of the creation, grant them intelligence and sentience, and let be remembered as their liberator
- Become the new Ghaunadaur, a chaotic evil god ruling on billions of mindless oozes, seeking to unleash corrosion and pain on the world
OR
THE END.
Absorbing Gelatin (Race)

Stat Block
Tiny ooze, evil
Base stats
- Weight 0.1 kg
- Size Tiny
- Creature Type Ooze
- Alignment Evil
- Base Armor Class 1
- Speed
- Walk 1m
STR | DEX | CON | INT | WIS | CHA |
1 (-5) | 1 (-5) | 1 (-5) | 1 (-5) | 1 (-5) | 1 (-5) |
- Damage resistances --
- Condition immunities --
- Senses
- Blindsight 1m
- Passive Perception 1
- Skills --
- Languages --
Traits
-
Acidic unicellular organism
Any non-absorbed material you carry is dissolved. Your maximum hit points are fixed at 1, regardless of your class levels. You are vulnerable to all damage and immune to potions. -
Property Absorption
When you interact with a non-party creature at 0 HP, its body and carried items are dissolved, preventing looting. You may absorb one of the properties of the creature, chosen from: weight, size, type tag, race tag, subrace tag, deity, class tag, subclass tag, class level, title, base armor class, maximum hit points, movement, ability score, sense, base passive perception, skill, language, role tag, background, hometown, faction, feature, or non-item-related condition. If a property contains a reference to another property, and the creature is unique, that referenced property is also absorbed. If you already carry the property, you heal for 1d10 hit points instead. -
Residual Emanation
Story items you dissolved leave a magical imprint within your gelatinous form, usable for narrative interactions as if physically present.
Actions
-
Pseudopod
- Description The ooze uses its pseudopod, a natural weapon it is proficient with
- Properties
- Damage 1d4
- Cost Action
- Roll Melee Weapon Attack
- Range 1.5m
- At Higher Levels
- Level 2 Additionally gains the Unarmed property
- Level 3 Additionally gains the Extra Reach property
- Level 4 Additionally gains the Light property
- Level 5 Additionally gains the Elongated Reach property: +0.5m per character level
- Level 6 Additionally gains the Finesse property
- Level 7 Additionally gains the Streched Reach property: +0.75m per character level
- Level 8 Additionally gains the Versatile property
- Level 9 Additionally gains the Enchantment: +1 property
- Level 10 Additionally gains the Two-Handed property
- Level 11 Additionally gains the Dippable property
- Level 12 Additionally gains the Heavy property
Explainer

Ooze
- No Brain
- No Head
- No Neck
- No Torso
- No Arm
- No Hand
- No Finger
- No Leg
- No Feet
- Acidic
- Amorphous
No Brain
- Immune to Ceremorphosis
Immune to Ceremorphosis
- No Illithid Game over
- No Illithid power (unless they are assimilable conditions or features)
INT 1+: vulnerable to Mind Flayers
INT 0: Mindless
- Reachable by toggling (activating) few debilitating conditions
- Prevents domination from Mind Flayers
No { Head, Neck, Torso, Arm, Hand, Finger, Leg, Feet }
- No equipable items
Dissolved
- No common item
- No bag and pouch
- No barrel
- No camp supply Ok, as oozes do not sleep
- No potion Ok, you are immune to potions (acidic)
- No Auntie Ethel's Hair
- No Volo's Ersatz Eye
- No Corpse
No Armor
- Increase you Base AC
- Use Unarmoured Defense (Barbarian + Monk)
No Potion
- Absorb Max HP and sleep
No { Key, Toolkit }
- Use Amorphous, when a small space is available
Amorphous
- Devs need to create mini tunnels everywhere so the player can absorb corpses and evolve until ready to fight. There could be rooms dedicated to the ooze creature type, especially in early game, when Gaseous Form is not available yet to the player. Example: A cemetary, a torture room, ...etc
No immunity
- Removes Ooze's Immunities
Vulnerable to all damage
Property Absorption
- Absorbable keys:
- weight
- size
- type Just the tag
- race Just the tag
- subrace Just the tag
- deity Just the tag
- class Just the tag
- class level Just the tag. Deflect Missiles
- title Champion of Mielikki
- base armour class
- maximum hit points Also heals you for this amount
- movement Walk, Climb, Swim, Fly, Teleport, ...etc.
- ability score
- sense Normal vision, Darkvision, Tremorsense, ...etc.
- base passive perception
- skill Athletics, Performance, ...etc.
- language Common, Drow, Telepathy, ...etc.
- role Just the tag: Origin Character, Companion, ...etc.
- background
- hometown Just the tag: Baldur's Gate, Avernus, Nine Hells, ...etc.
- faction Just the tag
- feature Creature trait or special ability
- condition if not linked to an equipped item
- Known qualitative properties are shown as already learned Race: Drow hidden you already absorbed that combination
- Quantitative properties higher than yours are highlighted STR: 24
- The rarity of the property is highlighted Isolated Prey is a unique feature of Nine-Fingers Keene, will be highlighted in purple
- The rarity of the property determines its position in the ascending display order
- Rarity is determined by the number of creatures having this property (key:value) combination
- At any time, absorbable (before absorption) or absorbed (after absorption) properties can be toggled, the default state being "On"
- Duration normally applies: a property that lasts 5 turns still lasts 5 turns after being absorbed
Name Claim
- Helps to activate name-conditionned features on unique creatures Karlach, Grim
Stackable absorbed properties
- Share your absorbed properties with other Absorbing Gelatins
- Can share with a Humanoid, but then the property is deactivated and non-reactivable by that Humanoid
Caustic Dissolution
- If you chose to absorb a property, the body is dissolved, leaving nothing to loot
Cannot learn ally features and conditions
- Prevent Warding Bond's exploit If player wants resistances, it must absorb features
- Prevent absorption of all classes features from hirelings Which would defeat the "Gotta catch them all" principle
Cantrip and spells targeting enemies
- Some spells can currently target enemies (Shield of Faith, Protection from Poison) : No change
- Cast these bonuses on enemies, and absorb them
- Acceptable as the list is very limited
Pseudopod
If unshaped, hits like a Spine Crawler in Starcraft 2.
If human shaped, hits like a T-1000.
- Natural weapon Melee Weapon Attack, Not wielded, Immune to Disarm, Regrows instantly
- Proficient Proficiency bonus
- Unarmed Attack Tavern Brawler
- Heavy Great Weapon Master: All In
- Equivalent to Two-Handed Great Weapon Fighting
- Deals 1d4 Minimum possible value
- Action
Always use the best value for a key
- When rolling a die related to a key, the most favorable value is used Highest, lowest, or whatever is considered the best among all the values, whether these values are absorbed or initial
- If you have Size:Small and the feature Fury of the Small, you can use it
- If you have Size:Medium or larger, you can use the heavy characteristic of your weapon without suffering any penalty
- This means a roll can use different values of the the same key for different purposes, always choosing the best one given the situation (The Gelatin adapts on-the-fly)
- Automatic selection of the best rolls avoids a tedious, manual selection of the features (You don't want to toggle / untoggle manually for every round, excepted very rare cases)
Development considerations
When implementing feature absorption and the Mime class, several considerations should be taken into account:
- Name and Race based conditions
- Duplicated Features
- Same-name Features
- Same-name Actions
- Same-name Reactions
- 1 Key, N values
- Exclusive outcomes
This is especially true for oozes.
Name and Race based conditions
It would be tempting to remove conditions based on name or race, in order to create generic powers.
Nevertheless, such conditions must be kept to prevent any Mime to learn those features, actions or reactions.
Indeed, a humanoid Mime cannot copy Ochre Jelly's Split unless it is tagged as an Ochre Jelly. As a humanoid cannot naturally split while staying alive, Split is obviously a race based feature. The race based condition must be kept.
The same logic applies for Karlach's Infernal Fury, inherent to its Infernal engine, or Grym's Adamantine Skin, tied to its body. No Humanoid Mime could mimic these features. The name based condition must be kept.
The Name Claim trait is designed to handle this specific case.
Duplicated Features
Some features have the same name, and the same outcome:
- Amorphous
- Spider Climb
They can be:
- Untouched: No harm, but lots of unecessary duplicates: a bit annoying
- Merged: Simpler for the player
Same-name Features
Some features have the same name, but a different outcome:
- False Appareance
- Innate Spellcasting
- Sulfurous Impersonation
The naming must be precised, like False Appareance (Beer) or Sulfurous Impersonation (Adult Oblex)
Same-name Actions
Some actions have the same name, but a different outcome:
- Engulf
- Pseudopod
- Slam
- Multiattack
The naming must be precised, like Engulf (Gelatinous Cube)
When multi-attack refers to Pseudopod, 2 options are possible:
- Untouched: Multiattack of creature A only refers to the Pseudopod of creature A
- Broad: Multiattack can refer to any pseudopod (More creativity)
Some reactions have the same name, and the same outcome, but different conditions:
- Split
The naming must be precised, like Split (Magma Ooze)
As of Patch 8, Splinter Shadow as a player feature is considered legit gameplay.
If this logic is followed, the player can have multiple Split sources:
- Split (Ochre Pudding) When hit by
- Split (Black Pudding) When hit by
- Split (Magma Ooze) When hit by
- Splinter Shadow When hit by a damage type different from
- Gremishka Spawn When a cantrip is cast nearby
Therefore if the player is hit with slashing damage, it might create up to 4 new instances (Ochre Pudding, Black Pudding, Magma Ooze, Splinter Shadow)
This behavior rewards players that make the effort to optimize their build.
1 Key, N Values
A single property like STR might have different values, given what the player absorbed.
- Numeric values, like STR { 1, 10, 24 } or HP { 1, 8, 666 }
- Non-Numeric values, like { Blindsight, Dark Vision, Normal Vision }
For Numeric values, the highest value is displayed in the UI
For Non-Numeric values, all values are displayed in the UI (Comma-separated)
In any case, the most advantageous value is always used (Check, Combat)
For example, False Appareance (Beer) will always try to use Size:Small.
If the player only has Size:Tiny, it might fail.
Exclusive outcomes
When rolling many features, some outcomes might be exclusive.
Here is an algorithm to handle such circumstances:
If a situation triggers multiple features All of them apply (at once, at the same time, parallelized) If multiple results succeed If some of the results are exclusive Compute all buckets variations of results than can be applied at the same time Apply a random bucket Otherwise Apply all results Otherwise Apply the result
Absorption examples

Weight
- 120 kg from a Lesser Hellsboar
- 400 kg from a Blast Cannon
- 500 kg from Ogre
- 550 kg from Owlbear
- 750 kg from a Steel Watcher
- 1800 kg from Steel Watcher Titan
- 4000 kg from Ansur
- 5000 kg from Grym
- 6000 kg from Qudenos
- 10000 kg from The Netherbrain
See Creature Size
Size
- Small from Goblin
- Medium from Lesser Hellsboar
- Large from Ogre
- Huge from Ansur
- Gargantuan from Nautiloid
See Creature Size
AC
- Base AC: 15 from Mind Flayer
- Base AC: 19 from Bernard
- Fiendish Blessing +2 AC
- Shield of Faith +2 AC. Cleric Lvl 1, Paladin Lvl 2
- Hastened +2 AC
- Mirror Image +3 AC
- Vlaakith's Undying Aspect +3 AC
- Unarmoured Defence (Monk) (While no armor, +WIS AC)
- Unarmoured Defence (Barbarian) (While no armor, +CON AC)
- Companion's Bond (+ { Master's Proficiency Bonus } AC)
- Man's Best Friend (+ { Master's Proficiency Bonus } AC)
Mobility
- Base Movement: 9m, Flying from Imp NB: Flying equivalent to / Levitate, but as base movement
- Base Movement: 12m from Ogre
- Aspect of the Elk +1.5m
- Fleet of Foot +3m
- Mobile +3m
- Longstrider +3m
- Fast Movement +3m while no armor
- Unarmoured Movement +3m while no armor nor shield
- Spindleweb Fanaticism +3m
- Gloom Step +3m if turn starts into darkness
- Glimpse of Freedom +4.5m (from Hastar Biggs, Featherweight Falson, Phoenix Lubbins)
- Relentless Avenger +4.5m after
- Scar of the Dunes While HP < 90%: +9m
- Agile Chassis DEX +9m
- Hastened +9m
- Advanced Unarmoured Movement +6m jump while no armor nor shield
- Enhance Leap Base Jump: 18m
- Astral Gravity Base Jump: 18m
- Shunt Through Space After being hit, Reaction: Teleport
- Spectral Aspect Can use
STR
- STR: 19 from Ogre
- STR: 20 from Owlbear, Flind, Flesh
- STR: 22 from Steel Watcher Titan
- STR: 22 from Zuggtmoy
- STR: 23 from Apostle of Myrkul
- STR: 24 from Grym
- STR: 24 from Juiblex
- STR: 25 from Ansur
- STR: 27 from Qudenos
- Slightly Drunk +2 STR
- Ethel's Twisted Blessing +2 STR
- Vlaakith's Undying Aspect +3 Ability Scores
- Mage-Animated +5 Ability Scores
DEX
- DEX: 22 from Steel Watcher
- DEX: 22 from Orin
- Vlaakith's Undying Aspect +3 Ability Scores
- Mage-Animated +5 Ability Scores
CON
- Resilient: Constitution +1 CON up to 20
- CON: 21 from Bulette
- CON: 23 from Juiblex
- CON: 24 from Grym
- CON: 24 from Elminster
- CON: 25 from Qudenos
- Ethel's Twisted Blessing +2 CON
- Vlaakith's Undying Aspect +3 Ability Scores
- Mage-Animated +5 Ability Scores
INT
- INT: 20 from Balthazar
- INT: 20 from Lucretious
- INT: 27 from Elminster
- INT: 28 from The Netherbrain
- Vlaakith's Undying Aspect +3 Ability Scores
- Mage-Animated +5 Ability Scores
WIS
- Resilient: Wisdom +1 WIS up to 20
- WIS: 20 from Deva
- WIS: 21 from Orpheus
- WIS: 21 from The Netherbrain
- WIS: 22 from Countermeasure
- Vlaakith's Undying Aspect +3 Ability Scores
- Mage-Animated +5 Ability Scores
CHA
- CHA: 19 from Orin
- CHA: 20 from Deva
- CHA: 20 from Ketheric Thorm
- CHA: 20 from Orpheus
- CHA: 21 from Qudenos
- CHA: 22 from Countermeasure
- CHA: 24 from The Netherbrain
- CHA: 24 from Zuggtmoy
- Vlaakith's Undying Aspect +3 Ability Scores
- Mage-Animated +5 Ability Scores
Grym has many interesting properties: STR 24, CON 24, Weight 5000 kgs, Base AC 20, Adamantine Skin (...etc), but you can only absorb one.
Qudenos has many interesting properties: STR 27, CON 25, CHA 21, Weight 6000 kgs, Size Huge (...etc) but you can only absorb one. There is another Red Dragon with similar properties at the end of the game
The Netherbrain has many interesting properties: CON 22, INT 28, WIS 21, CHA 24, Weight 10000 kgs, Size Huge (...etc) but you can only absorb one.
Senses
TBD:
- Tremorsense from
- Low-Light Vision from
- Truesight from
Skill Proficiency
Language
- Common from Humanoid (Ex: Goblin)
- Animal from Animals
- Telepathy from
- Mind Flayer
- Intellect Devourer
- Deva
- Myconid
Defense Rolls
- Magic Resistance Spells
- Fey Ancestry , Immune
- Duergar Resilience Illusion
- Multiattack Defence If being hit, -4 to enemy
- Paragon of Charisma CHA + Spell
- Gnome Cunning INT WIS CHA
- Halfling Luck Reroll if is 1
- Brave
- Muscular using
- Resilient: Constitution Proficiency in CON
- Resilient: Wisdom Proficiency in WIS
- Dark Devotion
- Tactical Discipline while in combat
- War Caster: Concentration
- Reliable Talent Min 10 if proficient
- Stone Camouflage
- Turn Resistance
- Marshal Undead
- Sacred Defiance Aura
- Bless +1d4 >
- Legendary Resistance: Incapacitation +10 next 3
- Agile Chassis DEX +9m
- Lucky or enemy reroll
- Incorporeal Movement Enemy:
- Blurred Enemy: While rely on sight and cannot see through illusion:
- Myrkul's Presence Enemies: Cannot heal. Undead Enemies:
Resistances
- Wasteland Wanderer: Cold
- Wasteland Wanderer: Poison
- Dwarven Resilience ,
- Protection from Poison , { Cleric Druid } Level 3, { Paladin Ranger } Level 5
- Protection from Energy: Acid { Cleric, Druid, Sorcerer, Wizard } Level 5, { Ranger, Oath of the Ancients, Oath of Vengeance } Level 9
- Protection from Energy: Cold { Cleric, Druid, Sorcerer, Wizard } Level 5, { Ranger, Oath of the Ancients, Oath of Vengeance } Level 9
- Protection from Energy: Fire { Cleric, Druid, Sorcerer, Wizard } Level 5, { Ranger, Oath of the Ancients, Oath of Vengeance } Level 9
- Protection from Energy: Lightning { Cleric, Druid, Sorcerer, Wizard } Level 5, { Ranger, Oath of the Ancients, Oath of Vengeance } Level 9
- Protection from Energy: Thunder { Cleric, Druid, Sorcerer, Wizard } Level 5, { Ranger, Oath of the Ancients, Oath of Vengeance } Level 9
- Hellish Resistance
- Draconic Ancestry (Acid)
- Draconic Ancestry (Lightning)
- Draconic Ancestry (Fire)
- Draconic Ancestry (Poison)
- Draconic Ancestry (Cold)
- Orphic Favour Aura (Condition) and +3 INT WIS CHA
- Fire Shield: Chill
- Fire Shield: Warm
- Spectral Aspect
- Undead Ward Aura for allied undead within 9m
- Invigorating Fanaticism and targets
- Shadow Veil While obscured:
- Spider Fall Resistant to Falling damage
- Feline Fall Resistant to Falling damage
- Nature's Step You and allies: , Immune to
- Living Shadow While obscured: Resistant to all damage except
- Edict of the Old Lord Skull Necrotic Veil every turn
- Necrotic Veil +20 Tmp HP. While Tmp HP: Resistant to all damage except and cannot be
Immunities
- Infernal Binding Immune to all damage while imprisoned in the House of Hope
- Inevitable Resolve Cannot be more than 1 turn
- While Lightly or Heavily Obscured: Immune Immune
- Mobile: Evade Opportunity Attack Immune
- Mobile: Evade Difficult Terrain Immune
- Land's Stride: Difficult Terrain Immune
- Advanced Unarmoured Movement Immune
- Freedom of Movement Immune . Speed cannot be reduced by spells or magical effects
- Absorbed Essence: Illasera Immune and movement reduction
- Web Walker Immune and web
- Levitating Suspended in the air. NB: Immune Surfaces like acid puddles
- Electrocution Immunity Immune
- Psionic Ward Aura Immune , +5
- Stillness of Mind Immune
- Perfect Sentry Immune
- Feral Instinct +3 Initiative, Immune
- Alert +5 Initiative, Immune
- Clown Face-Paint Immune to Hideous Laughter
- Divine Health Immune Disease
- Purity of Body Immune , Disease
- Immune to Control Undead
- Immutable Form Immune to and +5
- Throw Damage Immunity
- Ethereal Immune
- Astral Gravity Immune to Falling damage
- Unearthly Immune to Falling damage
- Raven Sight Immune
- Shar's Sight Immune
- Born into Darkness Immune . Can see through magical and non-magical darkness
- Danger Sense Immune
- Numb
- Spectral Aspect Immune
- Adamantine Skin While not superheated:
- Sanctuary While not attacking or harming others: Cannot be targeted by attacks or spells, except AoE (NB: Explosive barrels)
Disappear
- Ethereal Escape Disappear when attacked (1 turn)
- Zariel's Protection Disappear when attacked (1 min)
Damage Reduction
- Unstoppable -1 Damage taken
- Murder Hungry When kill: +1 charge Unstoppable
- Great Wyrm's Scales -2 Damage taken
- Parry -1d8 Damage taken
- Deflect Missiles When attacked by ranged weapon: - { 1d10 + WIS + Monk level } Damage taken
- Sturdy -10 Damage taken
- Medium Toughness -22 Damage taken
- Uncanny Dodge Once per turn: -50% Damage taken
- Evasion DEX Fail: -50% Damage taken. Success: -100% Damage taken (nullify)
HP
- HP: 71 from Mind Flayer
- HP: 125 from Phase Spider Matriarch
- HP: 150 from Zhalk
- HP: 666 from Raphael
- Dark One's Blessing Tmp HP when enemy 0 HP
- Mage-Animated +20 Max HP
- Tough +24 Max HP
- Gold Plating +66 Max HP, CON 20, Base AC 15
- Coin Armour +600 Max HP
- Diamond Scales +100 Tmp HP
Heal
- Regeneration When starting turn in Lava: +20d6 HP
- Disciple of Life When healing spell: 2 + { spell level } HP
- Vampire Regeneration While not sunlighted, radiant-damaged nor holy-watered: +10 HP per turn
- Grim Harvest While not undead nor construct: When spell kills: some HP
- The Dead Wastes When creature dies: While Undead: Heal 4-24 HP
Death Immunity
- Death Ward Start combat with Death Ward
- Death Ward Next 0 HP (One-time): +1 HP
- Unbeating Heart When 0 HP: Rise again next day
- Undead Fortitude When 0 HP not by Crit or : +1 HP
- Child of the Moonmaiden When unconscious: +1 HP Next turn
- Relentless Endurance When unconscious: +1 HP
Action
- Fast Hands +1 Bonus action
- Exceptional Training Dash, Disengage, Help as Bonus Action
- Unnatural Growth Base 2 Actions per round
- Absorbed Essence: Illasera +1 Action (No lethargy)
Rage
- Eagle Heart Cannot cast spells or concentrate on spells. STR . Bonus Action:. Enemy:
- Wolf Heart Cannot cast spells or concentrate on spells. STR . Allies within 2m: Melee
Attack
- Drenched Melee Attack: Enemy:
- Scar of Mirages While HP < 90%: Enemy:
- Scar of Dark Thirst While HP < 90%: Enemy:
- Adaptable Skullduggery Sneak Attacks with any weapon
- Githyanki War Magic After spell or cantrip: +1 Attack as Bonus Action
- Great Weapon Master: Bonus Attack When Crit melee weapon attack: +1 Melee weapon attack as Bonus Action
- Extra Attack +1 Attack
- Bestial Fury While role companion: +1 Attack
- Crude Frenzy +1 Attack with
- Multiattack 1 Attack = multiple hits
- Grasp of the Forest Weapon attacks can granting . Target DEX
Attack roll
- Bless +1d4
- Harrowing Presence Enemy: CHA WIS
- Dark Vengeance Enemies: While Beasts and Non-Elf Humanoids: While within 3m:
- Great Weapon Fighting While Two-Handed Weapon: When roll 1-2, reroll
- Dark Vengeance When target into Darkness:
- Pack Tactics While exists not ally within 3m of target:
- Scenting Blood While target injured: Melee except VS construct, ooze, plant, elemental
- Favourable Beginnings + { Proficiency Bonus } to first
- Bardic Inspiration +1d6
- Improved Bardic Inspiration +1d8 instead of 1d6
- Isolated Prey While target without ally within 5m:
- Improved Critical Hit -1 Crit roll threshold
Target AC
- You deal : Enemy: -2 AC
- Spindleweb Skepticism While not : Enemy: -6 AC
Damage
- Aura of Hate Melee weapon: + { CHA modifier } damage
- Ogre's_Mark +1d6 Damage
- Rend With White Lightning +1d8
- Spindleweb Fanaticism While not : +1d6
- Brute Start combat: +1d8 , +3 initiative
- Prowling While : +1d8
- Savage Attacker Melee weapon attacks damage roll
- Scar of Fury When Health < 40%: Critical hit
- Brutal Critical When crit: +1 damage roll (Ex: If you rolled 1d4, you roll another 1d4)
- Scar of the Sand Eclipse When Health < 20%: +4d8
Attack Damage
- Ethel's Twisted Blessing +1-12
- Berserk While Injured: and and Multiattacks: +1d8 +
- Psionic Empowerment +1d6
- Colossus Slayer Once per turn: When target injured: +1d8
- Great Weapon Master: All In -5 +10 damage
- Shadow Ambush When in the shadows: +4d8
- Caustic Strikes +4d8
- Fury of the Small Once per combat: When enemy's size bigger than you: +1d6
Fury of the Small is automatically used, as the array of values will select Size:Small for this feature.
Weapon Damage
- Brute Melee Weapon: +1d8
- Divine Smite Melee Weapon: 2d8 . VS Fiend: +1d8
- Improved Divine Smite Melee Weapon: +1d8
- Martial Advantage Once per turn: While exists not ally within 2m of target: Weapon: +2d6
- Prey's Scent +1d6 to
- Revenant's Ire Weapon: +4d8
- Lunar Legionary (Condition) Weapon: +5d8 and Enemies: -2
Shadow
- Extinguishing Malice Nearby lights extinguished
NB: Verify if this also extinguishes light from Fire Shield (as intended)
Obscurity
- https://bg3.wiki/wiki/Sneaking_(Condition)
- Lightly_Obscured_(Condition)
- Heavily_Obscured_(Condition)
Invisibility
- Invisible (Condition) While not attacking, interacting, action, bonus action, damaged, wet: . Ennemy:
- Shadowblend While Lightly or Heavily Obscured:
- Misty Presence When hit:
- Innate Invisibility Permanent
Unarmed Damage
- Tavern Brawler Unarmed: + { STR mod } + { STR mod } and damage
- Bonus Unarmed Strike Unarmed: After unarmed attack, can make another one at the cost of a bonus action
- Ki-Empowered Strikes Unarmed: Ignore resistance and immunity to non magical damage
- Manifestation of Body Unarmed: +1d4 + WIS
- Manifestation of Mind Unarmed: +1d4 + WIS
- Manifestation of Soul Unarmed: +1d4 + WIS
- Infernal Fury (Condition) When Raging or HP below 25%: Weapon or Unarmed: +1d4
Infernal Fury: In case Pseudopod get both the tags Unarmed and Weapon, this bonus is applied once.
Wildshaped
Absorb any Wildshaped Condition to benefit from these bonuses
- Wild Strike Wildshaped: Unarmed: +1 Attack
- Improved Wild Strike Wildshaped: Unarmed: +2 Attacks (instead of +1)
- Primal Strike Wildshaped: Ignore resistance and immunity to non magical damage
Vulnerability
- Flames of Avernus (passive feature) Target is vulnerable to
Clones
- Culling Strikes When enemy is hit: Create a Mental Image
Auras
- List of Auras
- Magmatic Disturbance 2d6
- Ablaze 2d6
- Fetid Aura 1d6
- Sapping Curse 4d6 +4 + x2 movement cost
- Hellish Sphere 6d6
Retribution
- Intense Adamantine Backlash When melee attacked: Enemy: -1 3 turns
- Spectral Aspect When melee attacked: Enemy: 2 turns
- Charm When attacked:
- Toxic Secretions Enemy: When fails CON :
- Infectious Madness Enemy: When fails INT :
- Guardian of Faith When enemy enters in range: can attack it immediately
- Retaliation When attacked: When : Sneak Attack
- Sneaky Riposte When attacked: Can retaliate immediately
- Blazing Hide When hit with a melee attack: Non-Wet Enemy: 1d4 3 turns
- Psionic Backlash When spell attacked: 1d6 per level of that spell
- Scar of the Agave When HP < 60%: When hit with a melee attack: 2d8
- Charm When attacked:
- Fire Shield: Chill When melee attacked: 2d8
- Fire Shield: Warm When melee attacked: 2d8
- Hellish Rebuke When attacked: 2d10
- Vengeful When attacked: Weapon Damage + 4-14
- Selûne's Ire When attacked: 12d12
- Caustic Retort When taking damage: Retaliate x3 damage taken as
One shot kill
- External Digestion Instakill creatures stepping in Digestive Juices. NB: Powerful if Mimed
Negative / Miscellaneous
- Under Operation Cannot move or speak
- Lobotomised -4 INT WIS
- Sapped Uncouncious
- Newborn
- Weakened -5 AC, -6 HP, No Darkvision
- Dying Cannot move or take action or respond to damage. Enemies: Melee attack: Crit. Ranged attack:
- Shortened Stride Base movement speed: 7.5m
- Fear of Wolves When wolf within 9m: WIS or be
- Magic Allergy Infinite clones using Gremishka Spawn: Make it non-learnable
- Silent Cannot speak or cast spells that have a verbal component
- Paralysed Cannot move or take Actions, Bonus Actions, or Reactions. Auto Fails STR DEX . Enemies: auto suceed. Furthermore auto crit if within 3m
- Blinded Ranged attacks and spells: Range limited to 3m. . Enemies:
- Antimagic Susceptibility When antimagic field nearby:
- Aversion of Fire When taken:
- Coerced Charmed by Nere. Take 1d6 every turn
- Volatile Blood Take 1d6 every turn and explode on death
- Sunlight Weakness
- Sunlight Hypersensitivity While sunlit: Take 20 and
- Reconfigured: Undead Transformed into a zombie
- Stench of Death Smells bad
- Forever Indebted When killed: Respawn as Raphael's Fiend
- Alarmed Debtor This creature has spotted you as an intruder
- Psychically Dominated Controlled by the Netherbrain
- Dead
- Territorial
- Merry Revelry
- Vengeful Guardian
...etc
Devs could create positive features fuelled by these negatives features.
For example, balance a malus with a bonus.
When X (bad): Gain Y (good).
This incentive mechanic rewards the player for absorbing every possible property existing in the game.
Even if a feature looks bad at first sight, it might be compensated later on. Risk / Reward.
Mime (Class)

More than a cosplayer, a mime can imitate any action or reaction within its body limits.
While an Absorbing Gelatin cannot copy actions or reactions, a Mime could.
While a human Mime cannot copy the reactions Engulf or Split (cut body in half), an ooze Mime could.
If we combine both, an Absorbing Gelatin Mime could not only copy features, but also actions, and reactions.
As some features directly refer to actions and reactions, and vice-versa, such a build would be very versatile.
For balance purposes, some actions or reactions should not be learnable by the player:
- No Rest for the Wicked Already non learnable
- Finger of Death Already non learnable
- Incubate Death Infinite Necromites: Make it non learnable (Activate on player's action, Duration limit is not enough to nerf it)
For roleplay purposes, all special powers granted by a Divinity (Ex: Myrkul, Bane, Bhaal) should be non learnable.

The Homebrew Mime class is well defined:
If the Mime class is too much to handle in terms of balance, one option is to allow the Absorbing Gelatin, through an innate trait, to absorb actions and reactions of other oozes.
As an Absorbing Gelatin, you dissolve any item: No Disguise Kit nor Forgery Kit. The Absorbing Gelatin is meant to be played without any tool or equipment.
Oozes

Exhaustive list of oozes:
- Oozes on dr-eigenvalue
- Oozes on 5esrd
- Oozes on d20pfsrd Base Features of Oozes described
Notable oozes:
Dipsa

Summary
- Bite: 1d6 per round + 1d6 Max Life
Traits
-
Amorphous
The dipsa can move through a space as narrow as 1 inch wide without squeezing. -
Discreet Bite
The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. A creature bitten must succeed on a DC 15 Wisdom (Perception) check to notice the attack or any damage taken from it -
Ooze Nature
The dipsa doesn't need to sleep -
Swamp Stealth
The dipsa gains +2 to Stealth in swamp terrain -
Translucent
The dipsa can take the Hide action as a bonus action on each of your turns.
Actions
-
Bite (Dipsa)
Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the dipsa’s space. Hit: 1 piercing damage, and the dipsa attaches to the target. A creature with a dipsa attached takes 3 (1d6) acid damage per round per dipsa, and it must make a successful DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. This reduction to a creature’s hit point maximum lasts until it is affected by a lesser restoration spell or comparable magic.
Comments
Treacle

Summary
- Shape as tiny innocent
- Blood Drain: 1d8 per hour of contact (slow)
Traits
-
Amorphous
The treacle can move through a space as narrow as 1 inch wide without squeezing. -
Charming Presence
The treacle has an uncanny ability to sense and to play off of another creature’s emotions. It uses Charisma (Deception) to oppose Wisdom (Insight or Perception) skill checks made to see through its ruse, and it has advantage on its check. -
Mimicry
The treacle can mimic animal sounds. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check
Actions
-
Blood Drain (1/hour)
A treacle touching the skin of a warm blooded creature inflicts 4 (1d8) necrotic damage per hour of contact, and the victim’s maximum hit points are reduced by the same number. Blood is drained so slowly that the victim doesn’t notice the damage unless he or she breaks contact with the treacle (sets it down or hands it to someone else, for example). When contact is broken, the victim notices blood on his or her skin or clothes with a successful DC 13 Wisdom (Perception) check.
Reaction
-
Mimic Innocence
When a creature the treacle can see moves within 120 feet of it, the treacle squishes, stretches, and molds its body into the shape of a Tiny Beast or object the creature finds least threatening, such as an injured rabbit or a long-lost toy. The treacle’s body takes on most of the coloration of the desired shape, but some part of it is always white, pale, or pearlescent. Regardless of the shape, the treacle’s flesh doesn’t change and is soft and plush to the touch. The treacle can maintain this shape for up to 8 hours or until another creature it can see moves within 120 feet of it .
Comments
- Tiny beast: Rat, Bunny. Undercover, peaceful exploration. No equipment
- Tiny object: Feather, Glass, Toy, Hat, Pillow, Food. You cannot be ingested, as the target would realize you are not food (texture, taste). Contact with the victim can be used to collect blood, so DNA. Interesting for quests. Imagine being the feather of a writer, a glass at an ambassador's reception, a toy for a kid, a hat for a bald person, a pillow for a tired person
- Can unshape at will
- Treacle on dr-eigenvalue
- Treacle on 5esrd
Amber ooze

Summary
- Look: Beer
- Infuse: 2d6 per turn
- When target dead: Split
Traits
-
False Appearance
The amber ooze is indistinguishable from a pint of ale or mead as long as it does not move. -
Infuse
A victim that has ingested an amber ooze must make a DC 12 Constitution saving throw. On a successful saving throw, the amber ooze is expelled from the host’s body into an unoccupied space within 5 feet of the host. On a failed saving throw, the amber ooze infuses itself into the host’s body. The amber ooze has total cover from effects outside the host’s body, and is blind and deafened. While the amber ooze is infused, the host creature must succeed on a DC 12 Constitution saving throw at the beginning of each of its turns. On a failed saving throw, the host takes 7 (2d6) acid damage, or half as much damage on a successful saving throw. If this damage drops to host to 0 hit points, its insides are liquefied and another amber ooze is created. An amber ooze can be forcibly removed with magic such as lesser restoration.
Actions
-
Attach
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: The amber ooze attaches to the target. While attached, the amber ooze makes its way up the body using its movement and attempts to infuse itself into a new host. A creature can use its action to attempt a DC 11 Strength (Athletics) check to pull the ooze from the creature it is attached to.
Comments
- Provides extra HP
- Total cover from effects outside: Incompatible with Engulf / Split
- Another amber ooze is created: New instance
- Amber ooze on dr-eigenvalue
- Amber ooze on 5esrd
Gray ooze

Summary
- Look: rock
- Size: Gargantuan if White Maw
- Pseudopod: 1d6 +1 + 2d6 + Corrode armors
- When hit: Corrode weapons
Traits
-
Ooze Nature
White Maw doesn’t require sleep. Only for White Maw -
Amorphous Form
White Maw can occupy another creature’s space and vice versa. Only for White Maw -
Corrode Metal
Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. -
False Appearance
While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. -
Killer Response
Any creature that starts its turn in White Maw’s space is targeted by a pseudopod attack if White Maw isn’t incapacitated. Only for White Maw
Actions
-
Pseudopod (Gray Ooze)
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. -
Pseudopod (Advanced Gray Ooze)
(...) Melee Weapon Attack: +5 to hit. Hit: 7 (1d8 + 3) (...) Only for Advanced Gray Ooze -
Pseudopod (White Maw)
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage plus 9 (2d8) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Only for White Maw -
Multiattack (Advanced Gray Ooze)
The ooze makes three Pseudopod attacks. Only for Advanced Gray Ooze -
Psychic Crush (Recharge 5-6)
The ooze targets can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. Only for Psychic Gray Ooze
Comments
- Can eat through 2-inch-thick, nonmagical metal in 1 round: Fast corrode metallic doors
- Multiattack: Gray ooze's pseudopod or Iridescent pseudopod ? While the player could choose the pseudopod attack it wants to apply every time it makes a multi-attack, keep in mind that the number of learnable pseudopod attacks is huge (nearly as many as different oozes). One approach would be to allow the multi-attack, for every attack, to randomly select a pseudopod attack among all pseudopod attack present on the action bar (chosen by the player). This way, the player can compose its choice (Ex: Iridescent + Gray), make the UI remember its choice, leading to a single click
- Gray ooze on dr-eigenvalue
- Psychic Gray ooze on dr-eigenvalue
- Gray ooze on 5esrd
- Advanced Gray ooze on 5esrd
- Gray ooze on forgottenrealms.fandom
Gelatinous Cube

Summary
- Pseudopod: 3d6
- Space: 3d6
- Engulf: Engulf: 3d6 + 6d6 per turn + + (1 Large or 4 Medium)
Traits
-
Ooze Cube
The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube’s Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures at a time. -
Transparent
Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube.
Actions
-
Pseudopod (Gelatinous Cube)
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage. -
Engulf (Gelatinous Cube)
The cube moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature’s space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. -
Slimy Thoughts
The ooze establishes telepathic contact with one creature within 30 feet of the ooze thought processes are so alien they register on humanoid minds as a psychic assault. The target creature takes 22 (5d8) psychic damage or half damage with a successful DC 9 Intelligence saving throw. Only for Dire Gelatinous Cube
Comments
- Total cover: Creatures inside the cube are Immune to all damage originated from outside the cube, just like as if they were in a pocket dimension
- What happens if the cube is full. FIFO, or full and does not engulf anyone else ?
- What happens if an Amber ooze goes inside a Gelatinous cube ? Who wins ?
- Can you attack engulfed creatures with your pseudopod, or you Amber ooze powers ?
- In order to learn Engulf as a Mime, you need either to watch it, or suffer it. If you choose to suffer it, be sure to be Immune to suffocation by becoming an undead before. Oozes breath. Undead do not need to breath.
- Gelatinous Cube on dr-eigenvalue
- Gelatinous Cube on 5esrd
- Dire Gelatinous Cube on 5esrd
Gelatinous Cube / Ochre Jelly Hybrid

Summary
- Size: Gargantuan
- Space: 1d8 + 0 Speed
- Mire: 2d8
- Pseudopod: 2d6 +2 + 1d8 1d8 Prone
- Eruption: 4d8
- When hit by : +1 Attack to Multiattack
Traits
-
Amorphous
The hybrid can Can move through a space as narrow as 1 inch wide without squeezing. -
Death Burst
When the hybrid dies, into a thick, sticky puddle. Every creature in the hybrid’s space or within 10 feet of it must make a successful DC 10 Dexterity saving throw or take 4 (1d8) acid damage and have its speed reduced to 0 until the end of its next turn. -
Mire
A creature that starts its turn in the hybrid’s space takes 4 (1d8) acid damage and its speed is reduced to 0 until the start of its next turn. A successful DC 12 Strength saving throw halves the damage and prevents the speed reduction. A prone creature has disadvantage on the saving throw and the damage is doubled to 18 (4d8). The first time a creature enters the hybrid’s space during a turn, the creature must make a successful DC 12 Strength saving throw or its speed is reduced -
Ooze Blob
Other creatures can enter the hybrid’s space, but the first time a creature does so during a turn, it’s affected by the hybrid’s Mire. A creature within 5 feet of the hybrid’s can take an action to pull a creature or object out of the hybrid. Doing so requires a successful DC 12 Strength (Athletics) check, and the creature making the attempt takes 9 (2d8) acid damage. -
Spider Climb
The hybrid can Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
-
Multiattack (Gelatinous Cube / Ochre Jelly Hybrid)
The hybrid makes two pseudopod attacks. -
Pseudopod (Gelatinous Cube / Ochre Jelly Hybrid)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 4 (1d8) acid damage, and the creature must make a successful DC 12 Strength saving throw or be knocked prone. -
Ooze Eruption (Recharge 6)
A gas bubble forms inside the hybrid and bursts, splashing ooze all around. Every creature in the hybrid’s space or within 15 feet of it takes 18 (4d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. Creatures that fail the saving throw are also knocked prone.
Reactions
-
Split and Rejoin
When a hybrid is subjected to lightning or slashing damage, its Multiattack increases by one pseudopod attack (from two to three, from three to four, etc.), and Ooze Eruption recharges automatically.
Comments
- Split and Rejoin: Infinite attacks
- Gelatinous Cube / Ochre Jelly Hybrid on 5esrd
Mudbog

Summary
- Engulf: 3d6 + 6d6 per turn + + (Medium of Small)
- When touched: 1d6 + Pits wooden weapons
Traits
-
Acid (Mudbog)
A mudbog secretes a digestive acid that quickly dissolves organic material, but not metal or stone. A creature that attacks the mudbog takes 3 (1d6) acid damage. Any wood or other organic material that touches the mudbog is pitted. Wooden weapons suffer a cumulative -1 penalty to damage rolls made with it unless it is magical. When this penalty reaches -5, the weapon is destroyed. -
Amorphous
The ooze move through a space as narrow as 1 inch wide without squeezing. -
False Appearance (Muddy Puddle)
The mudbog, while not moving, is indistinguishable from a muddy puddle.
Actions
-
Engulf (Mudbog)
The mudbog moves up to its speed. While doing so, it can enter Medium or smaller creatures’ spaces. Whenever the mudbog enters a creature’s space, the creature must make a DC13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mudbog. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the creature is engulfed and the mudbog enters the creature’s space. The creature takes 10 (3d6) acid damage. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the ooze’s turns. When the mudbog moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.
Comments
Ochre Jelly

Summary
- Climb
- Pseudopod: 1d6 +2 + 2d6 + Corrode armors
- When hit by : Split
Traits
-
Amorphous
The jelly can move through a space as narrow as 1 inch wide without squeezing. -
Spider Climb
The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. -
Necrophage of Canker
The ochre jelly is immune to corruption. If it feeds on corrupted substances, the waste and residue are rendered harmless, re-entering the natural cycle.
Actions
-
Pseudopod (Ochre Jelly)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Reactions
-
Split (Ochre Jelly)
When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly.
Comments
- Split: New instance
- Ochre Jelly on dr-eigenvalue
- Ochre Jelly on 5esrd
- Ochre Jelly on forgottenrealms.fandom
Slithering Tracker

Summary
- Climb
- Damage Transfer: 50% Damage Reduction
- Pseudopod: 1d6 +2 + 4d6 +
- Cling: 4d6
Traits
-
Amorphous
The slithering tracker can move through a space as narrow as 1 inch wide without squeezing. -
Damage Transfer
While grappling a creature, the slithering tracker takes only haIf the damage dealt to it, and the creature it is grappling takes the other half. -
Ooze Nature
The slithering tracker doesn’t require sleep. -
Spider Climb
The slithering tracker can Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. -
Transparent
Even when the slithering tracker is in plain sight, it takes a successful DC 14 Wisdom (Perception) check to spot a slithering tracker that has neither moved nor attacked. A creature that tries to enter the slithering tracker’s space while unaware of the tracker. -
Silent Stalker
The slithering tracker has advantage on stealth checks while moving.
Actions
-
Pseudopod (Slithering Tracker)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 14 (4d6) acid damage, and the target must succeed on a DC 14 Wisdom saving throw or be incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. -
Cling
Melee Weapon Attack: +4 to hit, reach 5 ft., one willing creature, or a creature that is incapacitated or restrained. Hit: 14 (4d6) acid damage, and the slithering tracker attaches to the target. While attached, the slithering tracker doesn’t attack. Instead, at the start of each of the slithering tracker’s turns, the target loses 14 (4d6) hit points due to blood loss. The slithering tracker can detach itself so after it drains 30 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the slithering tracker.
Comments
Black Pudding

Summary
- Climb
- Look: Shadow
- Pseudopod: 1d6 +3 + 4d8 + Corrode armors
- When touched: 1d6
- When hit by : Split
Traits
-
Amorphous
The pudding can move through a space as narrow as 1 inch wide without squeezing. -
Corrosive Form
A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. -
False Appearance (Shadow)
While the pudding remains motionless, it is indistinguishable from a shadowy area. -
Spider Climb
The pudding can Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
-
Pseudopod (Black Pudding)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Reactions
-
Split (Black Pudding)
When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding’s, rounded down. New puddings are one size smaller than the original pudding.
Comments
Sap Demon

Summary
- Possession
- Slam: Melee: 2d4 + 2 + 2d6 + if 2 slams
- Lob Sap: Ranged 3d6 +2 + Reduce speed
Traits
-
Amorphous
The sap demon can move through a space as narrow as 1 inch wide without squeezing. -
Ooze Nature
The sap demon doesn’t require sleep. -
Season’s Change
If the sap demon takes speed is increased by 10 feet until the end of its next turn. If it takes cold damage, its speed is reduced by 10 feet until the end of its next turn.
Actions
-
Multiattack (Sap Demon)
the sap demon makes two Slam or Lob Sap attacks. If both Slam attacks hit a Medium or smaller creature, the creature is grappled (escape DC 12). -
Slam (Sap Demon)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) acid damage. -
Lob Sap
Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage, and the target’s speed is reduced by 10 feet until the end of its next turn. -
Soul Sap (Recharge 6)
One humanoid the sap demon is grappling or that is incapacitated within 5 feet of the sap demon must succeed on a DC 12 Constitution saving throw or be possessed by the sap demon. The sap demon then disappears, and the target is incapacitated and loses control of its body. The sap demon now controls the body but doesn’t deprive the target of awareness. The ooze can’t be targeted by any attack, spell, or other effect, except ones that restore a creature’s hp maximum. The ooze retains its Intelligence, Wisdom, and Charisma and condition immunities. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. While possessed, the target’s body seeps blood out of its ears, nose, and eyes, and the target takes 2 (1d4) acid damage at the end of each hour. Its hp maximum is also reduced by that amount. This reduction lasts until the target finishes a long rest after the possession ends. The possession lasts until the body drops to 0 hp, the ooze ends it as a bonus action, or the ooze is forced out by an effect like the greater restoration spell. When the possession ends, the ooze reappears in an unoccupied space within 5 feet of the body. The target is immune to this sap demon’s Soul Sap for 24 hours after succeeding on the saving throw or after the possession ends.
Comments
- Sap Demon on dr-eigenvalue
- Sap Demon on 5esrd
- Great if target has better STR DEX CONS
- Provides extra HP
- Sap demon then disappears: Incompatible with Engulf / Split
Skitterhaunt

Summary
- Possession
- Mandibles: Melee 1d4 + 2 + 2d8 +
- Sting: Melee 1d8 +2 + 2d8
Traits
-
Broken Shell
A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. -
Ooze Nature
The skitterhaunt doesn’t require sleep. -
Vermin Encasement
The creature within the vermin’s shell is a shapeless ooze protected by the vermin’s exoskeleton.
When the skitterhaunt is reduced to 0 hp, the exoskeleton breaks, and the skitterhaunt ooze exits it.
Once out of its exoskeleton, the ooze is Small, has an AC of 10, 10 hp, and a speed of 15 feet, and it can move through a space as narrow as 1 inch wide without squeezing. In addition, its only attack is a Slam that uses the same statistics as its Sting, except it deals bludgeoning damage instead of piercing damage. The skitterhaunt dies if it remains outside of a host for more than 24 hours.
It can exit or enter a dead host’s exoskeleton as a bonus action.
Actions
-
Multiattack (Skitterhaunt)
The skitterhaunt makes one Mandibles attack and one Sting attack, or it makes two Sting attacks. -
Mandibles
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) slashing damage plus 9 (2d8) acid damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the creature is restrained, and the skitterhaunt can’t use its Mandibles on another target. -
Sting
Melee Weapon Attack: +4 to hit, reach 5 ft.., one creature. Hit: 6 (1d8 + 2) piercing damage plus 9 (2d8) acid damage. -
Infest Vermin
The skitterhaunt infests a Large or smaller Beast with an exoskeleton within 5 feet of it. The target must succeed on a DC 14 Constitution saving throw or become poisoned until the skitterhaunt no longer infests it. Every 24 hours that elapse, the target must repeat the saving throw or take 7 (2d6) acid damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the skitterhaunt no longer infests it. The target dies if this reduces its hp maximum to 0. The skitterhaunt then takes control of the body, dissolving the flesh and hiding within the exoskeleton. A target that succeeds on two consecutive saving throws forces the skitterhaunt out of its body and is immune to the skitterhaunt’s Infest Vermin for the next 24 hours. -
Acid Spray (Recharge 6)
The skitterhaunt spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Comments
- Skitterhaunt on dr-eigenvalue
- Skitterhaunt on 5esrd
- Provides extra HP
- Protected by the vermin’s exoskeleton: Incompatible with Engulf / Split
- The ooze is Small, has an AC of 10, 10 hp, and a speed of 15 feet: Mitigated by the array of values
- Dies if it remains outside of a host for more than 24 hours: Big constraint, should be removed
Oblex

Summary
- Pseudopod:
- Oblex Spawn: 1d4 + 3 + 1d4
- Adult Oblex: 1d6 + 4 + 2d4
- Elder Oblex: 4d6 + 3 + 2d6
- Eat Memories:
- Adult Oblex: 4d8
- Elder Oblex: 8d10
- Multiattack:
- Adult Oblex: 1 Pseudopod Attack + 1 Eat Memories
- Elder Oblex: 2 Pseudopod Attacks + 1 Eat Memories
- Sulfurous Impersonation:
- Adult Oblex: 1d4 + 1 creatures
- Elder Oblex: 2d6 + 1 creatures
Traits
-
Amorphous
The oblex can move through a space as narrow as 1 inch wide without squeezing. -
Aversion to Fire
If the oblex takes disadvantage on attack rolls and ability checks until the end of its next turn. -
Innate Spellcasting (Adult Oblex)
The oblex’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
- 3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell)
-
Innate Spellcasting (Elder Oblex)
The oblex’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:
- At will: charm person (as 5th-level spell), detect thoughts, hold person
- 3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis
Actions
-
Multiattack (Adult Oblex)
The oblex makes one pseudopod attack and uses Eat Memories. -
Multiattack (Elder Oblex)
The elder oblex makes two pseudopod attacks and uses Eat Memories. -
Pseudopod (Oblex Spawn)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage. -
Pseudopod (Adult Oblex)
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. -
Pseudopod (Elder Oblex)
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage. -
Eat Memories (Adult Oblex)
The oblex targets can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. -
Eat Memories (Elder Oblex)
The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies.
Bonus Actions
-
Sulfurous Impersonation
As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum’s space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex’s main body and the simulacrum. The simulacrum disappears if the tether is severed.
Comments
- Zero action, reaction, spell, equipment is copied
- Elder Oblex: Charm + Hold at will: very powerful
- Oblex Spawn on dr-eigenvalue
- Adult Oblex on dr-eigenvalue
- Elder Oblex on dr-eigenvalue
- Oblex on forgottenrealms.fandom
Corrupting Ooze

Summary
- Float
- Swim
- Slam: 2d8 +3 + 2d6
- Multiattack: 2 Slam Attacks + Destroy 1 non-{ weapon, armor } { leather, wood, metal } item
Traits
-
Ooze Nature
The ooze doesn’t require sleep -
Strong Swimmer
A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it faster than walking speed -
Putrid Stench
A creature that starts its turn within 5 feet of the corrupting ooze must succeed on a DC 14 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of its next turn.
Actions
-
Multiattack (Corrupting Ooze)
The corrupting ooze makes Make two Slam attacks. If both attacks hit one creature, the target must succeed on a DC 14 Dexterity saving throw or one nonmagical leather, metal, or wooden item the creature is wearing or carrying is destroyed. This effect can’t destroy armor or weapons. -
Slam (Corrupting Ooze)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) poison damage.
Bonus Actions
-
Reshape Body (Corrupting Ooze)
The corrupting ooze can reshape its mass into a vaguely Humanoid shape or back into its to its amorphous shape if it dies. While in a Humanoid shape, it can take any action that requires hands, except it can’t wield weapons or a shield or don armor.
Comments
- Corrupting Ooze on dr-eigenvalue
- Corrupting Ooze on forgottenrealms.fandom
- Destroy Netherstones ?
Livestone

Summary
- Look: Stone
- Slam: 2d8 + 5 + +
- Engulf: 2d8 + 5 per turn + (Medium or smaller )
- When hit: +4 AC but immobilized + no action (reactions still active)
Traits
-
False Appearance (Stone)
While the livestone is solidified and remains motionless, it is indistinguishable from a typical stone. -
Stone Camouflage
The livestone has advantage on Dexterity (Stealth) checks made to Hide in rocky terrain.
Actions
-
Multiattack (Livestone)
The livestone makes Make attacks with its pseudopod. -
Pseudopod (Livestone)
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and restrained until the grapple ends. The livestone can grapple two targets. -
Engulf (Livestone)
The livestone engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the livestone’s turns or take 14 (2d8 + 5) bludgeoning damage. If the livestone moves, the engulfed target moves with it. The livestone can have only one creature engulfed at a time.
Reactions
-
Solidify (Livestone)
As a reaction, the livestone can solidify all or part of itself into material with the same consistency of solid rock. The livestone adds 4 to its AC against one melee attack that would hit it. The livestone does not have to see the attack to use this ability. A livestone cannot take attack or move actions if its entire form is solidified. A livestone must use an action to desolidify itself.
Comments
- Solidify: Great for Retribution builds
- Corrupting Ooze on dr-eigenvalue
- Corrupting Ooze on forgottenrealms.fandom
Metallic Ooze

Summary
- Look: Pile of coins
- Slam: 2d8 +3 + 4d8
- When hit by : 3d6 +
Traits
-
False Appearance (Pile of coins)
The metallic ooze is indistinguishable Indistinguishable from a pile of coins as long as it remains motionless. -
Irritating Fumes
If a metallic ooze takes fire damage, it emanates a cloud of semi-transparent vapor that irritates the eyes and respiratory system of living creatures within 10 feet of it. All creatures other than undead or constructs within the area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) acid damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The cloud disperses in 1 minute, or can be dispersed by a moderate or greater wind. -
Spider Climb
The metallic ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
-
Slam (Metallic Ooze)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 18 (4d8) acid damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.
Reactions
-
Solidify (Livestone)
As a reaction, the livestone can solidify all or part of itself into material with the same consistency of solid rock. The livestone adds 4 to its AC against one melee attack that would hit it. The livestone does not have to see the attack to use this ability. A livestone cannot take attack or move actions if its entire form is solidified. A livestone must use an action to desolidify itself.
Comments
- Metallic Ooze on dr-eigenvalue
- Metallic Ooze on forgottenrealms.fandom
- Gerringothe Thorm likes you
Undead Ooze

Summary
- Undead
- Size: Huge
- Pseudopod: 3d8 + 1 + 2d8
- Engulf: 4d8 + 6d8 per turn +
- 10 Skeletons
Traits
-
Amorphous
The ooze can move through a space as narrow as one inch without squeezing. -
Ooze Mass
The ooze takes space. Other creatures can enter the space, but a creature that does so is subjected to the ooze’s engulf and has disadvantage on the saving throw. Creatures inside the ooze can be seen but have total cover. A creature within 5 feet can take an action to pull a creature or object out of the ooze. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 9 (2d8) necrotic damage. If a skeleton is pulled out, it animates as if the skeletons ability was used. -
Undeath
An undead ooze doesn’t need air, food, drink, or sleep.
Actions
-
Pseudopod (Undead Ooze)
Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 14 (3d8 + 1) bludgeoning damage and 9 (2d8) necrotic damage. -
Engulf (Undead Ooze)
The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the ooze enters a creature’s space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature’s space, and the creature takes 18 (4d8) necrotic damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 27 (6d8) necrotic damage at the start of each of the ooze’s turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. -
Skeletons (Undead Ooze)
An undead ooze can expel 1d6 skeletons from its mass, each appearing within 5 feet of the ooze. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. An undead ooze’s form holds up to 10 skeletons of Medium size. These skeletons are included in the determination of the undead ooze’s CR and experience points. They remain active even if the ooze is killed. Some undead oozes have unusual or larger skeletons inside of them.
Comments
Magma Ooze

Summary
- Climb
- Pseudopod: 3d6 + 3 + 8d6 + Burn Armors
- When touched: 2d6 + Melts nonmagical weapons, wood, metal
- When hit by : Split
Traits
-
Amorphous
The magma ooze can move through a space as narrow as 1 inch wide without squeezing. -
Superheated (Magma Ooze)
Creatures that touch the magma ooze take 7 (2d6) fire damage. Any nonmagical weapon used to attack the magma ooze melts and warps. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition that hits the ooze is destroyed after dealing damage. The ooze can melt through 2-inch-thick, nonmagical wood or metal in 1 round. -
Spider Climb
The magma ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
Actions
-
Pseudopod (Magma Ooze)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 28 (8d6) fire damage. In addition, any nonmagical armor worn by the target is partially burned and melted and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Reactions
-
Split (Magma Ooze)
When a magma ooze that is Medium or larger is subjected to slashing damage, it splits into two new magma oozes if it has at least 10 hit points. Each new magma ooze has hit points equal to half the original ooze’s, rounded down. New oozes are one size smaller than the original magma ooze.
Comments
- Magma Ooze's Superheated is not Grym's Superheated, but maybe there is a way...
- Magma Ooze on dr-eigenvalue
- Magma Ooze on 5esrd
Mustard Jelly

Summary
- Climb
- Magic Weapons
- Pseudopod: 3d6 +2 + 3d6
- Poison Aura: 3d6
- When touched or hit by melee: 3d6
- Immune to
Traits
-
Amorphous
The jelly can move through a space as narrow as 1 inch wide without squeezing. -
Energy Absorption
A mustard jelly is immune to force and lightning damage. If the jelly would have taken force or lightning damage, it is instead healed for the same amount it would have taken in damage. -
Magic Weapons
The jelly’s attacks are magical. -
Spider Climb
The magma ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check -
Poison Aura
At the start of each of the jelly’s turns, each creature within 10 feet of it takes 10 (3d6) poison damage. A creature that touches the jelly or hits it with a melee attack while within 5 feet of it takes 10 (3d6) poison damage.
Actions
-
Pseudopod (Mustard Jelly)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage and 10 (3d6) acid damage.
Comments
Oozasis

Summary
- Size: Gargantuan
- Multiattack: 3 Pseudopod Attacks
- Pseudopod: 2d8 + 4 + 2d6 +
- Compelling Vapors: 10d8 + or
Traits
-
Amorphous
The oozasis can move through a space as narrow as 1 foot wide without squeezing. -
Oasis Appearance
While the oozasis remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The oozasis’s body provides enough water for plants to grow around it, provided the oozasis remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the oozasis’s water is affected by the Waters of Unfathomable Compulsion trait as if it drank the water. -
Ooze Nature
The oozasis doesn’t require sleep. -
Waters of Unfathomable Compulsion
A creature that drinks the water of an oozasis experiences a cryptic dream the next time it sleeps. When it wakes, it must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the oozasis. Such a task could be planting a white rose in a specific garden, rescuing the next endangered young animal the target encounters, or standing in a specific spot at a certain time each day for three days.
Actions
-
Multiattack (Oozasis)
The oozasis makes three Pseudopod attacks. -
Pseudopod (Oozasis)
Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The oozasis can have up to two creatures grappled at a time. -
Compelling Vapors (Recharge 5–6)
The oozasis emits mind-altering vapors. Each creature within 20 feet of the oozasis must make a DC 16 Constitution saving throw. On a failure, a creature takes 45 (10d8) psychic damage and suffers either tranquility or turmoil for minute. On a success, a creature takes half the damage and doesn’t suffer tranquility or turmoil. A creature suffering tranquility is charmed and can’t attack. A creature suffering turmoil is unable to distinguish friend from foe and must move to and attack the nearest creature other than the oozasis on each of its turns, stalking off in a random direction if no creature is in range. A creature suffering tranquility or turmoil can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
-
Mirage
Mirage. As a bonus action, the oozasis can create a mirage around itself to lure victims toward it while disguising its true nature. This functions as the mirage arcane spell (save DC 16) but is nonmagical, and therefore can’t be detected using detect magic or similar magic, and can’t be dispelled.
Comments
Blob of Annihilation

Other oozes








Other creatures
Do the same exercise with all other creatures











Inspirations
Tortle

Tortle on forgottenrealms.fandom
Grell

flying, tentacled "brains"
originated from the Far Realm
soft and flexible cartilage cagework; a grell could compress its body to roughly half of its original height or width with ease
A grell portal
A grell emerging from the dark to attack
granted a grell blindsight
Grell colonies (...) numbered between four and twelve individuals, but could reach as high as fifty
those that lived together in colonies, and those that were feral and solitary
humanoid livestock kept to make feeding easier
A grell philosopher and a soldier
Grell on forgottenrealms.fandom
Nature: Blob

Meet The Blob, A Creature That Has Almost 720 Sexes — But No Brain
Forbes
slime mold with 720 sexes that can heal itself in minutes. The unusual organism has no mouth but can detect and digest food, and no brain yet can learn (...) has no brain but is able to learn (...) heals itself in two minutes if cut in half (...) and if you merge two blobs, the one that has learned will transmit its knowledge to the other
The Guardian
DnD: Gelatinous Cube

measured (...) 15 feet (...) 4.6 meters (...) weighed (...) 50,000 pounds (23,000 kilograms) (...) existed of much
larger cubes
transparent
could not see nor hear (...) capable of sensing vibrations (...) attracted to warmth
opponent (...) slam it (...) acidic pseudopod (...) engulf it
engulfing a victim (...) acidic digestive substance towards the victim's body (...) digesting it
vulnerable to most usual forms of attack, although (...) existed of cubes (...) immune to electricity
Mind-altering effects were useless against the mindless creatures
omnivorous scavengers
extremely effective against flesh and cellulose, the digestive fluid of gelatinous cubes had no effect on inorganic
matter or bones
Any inorganic matter would remain within their bodies for several weeks until eventually being cast out
reproduced asexually by either dividing themselves into two smaller cubes of equal sizes or via budding
a smaller (...) cube was excreted
smaller cubes (...) being absorbed by their own parents
rapidly grew to adult sizes
When two gelatinous cubes met, they could temporarily fuse into a larger form that acted like a single creature
remain in that fused form (...) few days before splitting and going their separate ways
fragments or the spawn of Juiblex
could exert control over them, imbuing them with a sense of purpose and even intelligence
a wizard in Cormyr managed to cross a gelatinous cube with an ochre jelly to produce a creature (...) domesticate
and train to keep the streets of Suzail clean
jelly (...) turned invisible
wizard Halaster Blackcloak (...) experimenting (...) duergar ability to enlarge their bodies, created a
giant gelatinous cube (...) 30 feet (9.1 meters)
DnD: Campaign: Out of the Abyss
DnD: Glabbagool CR2

unusual sentient gelatinous cube (...) Oozing Temple (...) late 1480s or early 1490s DR
Known language(s) Telepathy
arrival (...) demon lord Juiblex (...) Underdark (...) granted Glabbagool sentience
avoid fighting (...) curious about the world and the people (...)
met and befriended (...) adventurers escaping the drow slavers of Velkynvelve (...) travel with them or gift them a magical mace located within its oozing form
DnD: Ooze
late 1480s DR numerous oozes (...) drawn to Blingdenstone under (...) Pudding King
DnD: Pudding King CR 4

insane deep gnome cultist of Juiblex in Blingdenstone (...) late 1480s or early 1490s DR
great battle between his ooze army and all the factions of Blingdenstone (...) killed by (...) adventurers hired by
(...) deep gnome factions after escaping from drow slavers of Velkynvelve
The Pudding King forgottenrealms.fandom
The Pudding King on dr-eigenvalue
Buffed Pudding King on elventower
DnD: Campaign: Dead in Thay
DnD: White Maw
1486 DR (...) destroyed by the heroes of Daggerford
White Maw absorbed the identities of the creatures it ingested (...) sentience (...) madness
It could communicate telepathically and was quite intelligent but also deeply insane
It was linked to the Ooze Master
DnD: Ooze Master
1486 DR (...) destroyed by the heroes of Daggerford
The Ooze Master believed that all Red Wizards needed to be fused with oozes in order to achieve immortality
It was similar to a lich as, after it was destroyed, it reappeared asleep in the nearby Red Pillar, and it could only truly be slain with the destruction of the Phylactery Vault
If a person was killed by fluids secreted by the Red Pillar, then the Ooze Master gained the knowledge and memories of the dead
It was linked to the White Maw and knewn if it was slain
It had once been a Red Wizard that Sarkalla successfully fused with an ooze
DnD: Sarkalla
Her main objective was to create a truly sentient ooze in order to use it as a "perfect assassin"
She was greatly proud of her Ooze Master, and considered it her crowning achievement
Sarkalla was a transmuter assigned to the secret complex of Doomvault located under Thaymount
decided (...) create a sentient ooze
success only in fusing humans and oozes, creating the Ooze Master
her wight minions
Made into Abyss: Mitty






Mitty is an amorphous
had been a regular human girl in the past, but her appearance changed drastically
Immortality
Mitty was resistant to every form of Bondrewd's torture and experimentation
DnD: Juiblex CR 23

Juiblex was a demon lord of oozes and shapeless things
The Faceless Lord
The Slime Lord
Father of Slime
Patron of Pestilence
The Fetid Prince
Indescribable Darkness
He Who Slithers
Glistener
The Unspeakable
The Unnameable One
The Formless One
The Oozing Hunger
Slick of Foulest Humors
Demon Lord of Ooze
Lord of Nothing
Juiblex was (...) disgusting (...) hideous to demons of all kinds (...) most foul of all demon lords and deities
abhorrent aura was as foul as its sickening, shapeless form, a primordial soup of bubbling bile and nauseating fluid bound by a thin epidermis bathed in oil and thick mucus
could manifest dripping, trembling pseudopods in all directions to lash out and hungrily scoop up any creature
Juiblex's mind was beyond the comprehension of mortals and alien (...) demons (...) no standards (...) unknowable purpose
Father of Slime (...) mindlessness of his spawn (...) incredibly knowledgeable (...) frighteningly vast intellect that moved with caution and subtlety while manipulating his minions with chess master prowess

the easiest of the demon lords to understand (...) because his desires were so simple and uncomplicated
Rarely did he need to bother plotting and planning (...) content just to continue existing (...) goal being the corrosion of anything he could reach
dissolve all living things, flooding all of existence in his pestilent putrescence and leaving his shapeless reflections as the only remaining lifeforms
The oozes and slimes he surrounded himself with were the only beings that interested him outside of the context of
consumption and corruption, and his viscous subjects quivered with something akin to pleasure when their Faceless Lord was near
he always attacked intruders to his domain, regardless of what they offered, his foul smell and loathsome look made him almost impossible to tolerate
Organic and inorganic materials alike quickly dissolved at his touch, particularly metal and wood, but while stone could also be melted it eroded at half the rate
Extreme agility was required by one wielding weapons or wearing armor composed of corrodible materials to prevent them from being ruined after making contact
His touch was not only caustic but also corruptive, and if one wasn't crushed or liquefied by his lashing pseudopods, there was a fair chance that they'd be covered in a sheet of poisonous ooze
Juiblex's favored tactic (...) closing the distance between him and his enemies
His gelatinous form allowed him to swiftly squeeze through spaces smaller than an inch with ease, crawl across vertical inclines and ceilings, and maneuver unhampered underwater
He attacked as many foes as possible (...) altering his form to engulf them (...) watch them painfully melt
His ability to build himself up before crashing down as an avalanche of ooze (...) catching multiple targets
Juiblex's amorphous body (...) dangerous (...) he lacked (...) targetable anatomy (...) difficult to injure

Trying to harm him with acid, diseases, and poisons was (...) useless, as (...) blunt weapons and impact force, lightning, water, cold, or deadly gases
Radiant energy and fire (...) could prevent (...) regenerating (...) fire (...) unreliable weapon (...) cold iron or good-aligned weapons (...) overcome his resilience
Slick of Foulest Humors would find it all too humorous to send airborne foes hurtling towards the ground
could vomit (...) vile excretion, 3 ft³ (0.085 m³) cubic feet of a toxic substance that combined the effects of ochre jelly and green slime that he spewed several feet into the air
could also spew out patches of green slime (...) break off bits of his own body to create lesser versions of himself to assist him
Many of Juiblex's spell-like abilities were related to blighting and befouling areas or desecrating and despoiling specific targets
first move was to hide (...) turning invisible (...) engulfing multiple foes and unleashing a contagion on the first
Other powers allowed him to dominate and restrain powerful beings (...) hold monster (...) greater teleport, fly, or phase door
shed a circle of darkness (...) he could see through (...) no light could dispel (...) circle of frigid cold in a radius
around himself, which both followed him wherever he went and which he could activate and deactivate at a whim
If seriously injured, Juiblex could (...) retreat (...) teleportation (...) temporary
summon oozes or tanar'ri to keep his enemies busy during his recovery period
Once per day, he could call upon a mob of stinking dretches, a few fetid hezrous, or an acidic alkilith to aid him, and either a couple of gray oozes, ochre jellies, or black puddings
regarded as one of the weaker demon lords
Juiblex's (...) most threatening ability; the power to control any ooze from anywhere
Oozes (...) tenacious creatures (...) exist (...) most hostile corners (...) multiverse (...) Juiblex (...) focus his power to control them

Juiblex's true form was not the one (...) in his abyssal layer but the combined volume of every brainless slime, pudding, and jelly in existence
The omnipresence of oozes (...) why he didn't simply takeover the multiverse at his whim
vastness of Juiblex's true body far outmatched the capacity of his comparatively small mind, and he was incapable of dividing his attention and ordering all of his servants at once
Juiblex's mere presence in an area could make the oozes of the region more aggressive and intelligent (...) not (...) both
Some oozes (...) showed signs of malevolent intent rather than mere, mindless hunger, while others gained human levels of intelligence and telepathy without a hint of ill will towards sentient beings
Certain items (...) tied to the Faceless Lord or (...) useful to his plans
Juiblex's principal realm in the Abyss was its 222nd layer known as Shedaklah, a truly putrid realm of living rot, visible fumes, and bubbling ooze
visitors were exposed to (...) most sickening swamps in the multiverse (...) horribly nauseated struggled to eat or keep down what they had already consumed, and where food and water could quickly putrefy, even in bags or backpacks (...) transform into hostile oozes
The vast expanse of caustic, inanimate sludge was broken up by two sluggish branches of the River Styx, as well as the occasional hillock, fungus forest, or foggy moor (...) marshes of mold and slime (...) no true oceans (...) rose up at
Juiblex's whims
Various areas were deadly stews of slimes, molds, jellies and puddings all feeding off each other and the surrounding matter (...) contact with the fetid water could have (...) unpredictable effects
the sky held no celestial bodies (...) clouds colored a hideous motley of foul green, bruise purple, and mud brown (...) pallid gloom

Torrents were frequent, every few hours (...) downpours and thunderstorms flooded the land with polluted water
the riotous abundance of life in Shedaklah infused it with positive energy, quickly undoing ordinary injuries
Many (...) demons, vrocks that plagued the skies, and hezrous which stalked the bogs (...) chasmes and rutterkin were also present and various ooze para-elementals, slaadi, swamp monsters, plant creatures, and fungal entities also lurked within it
less common monsters in the swamp were actually oozes, a result of Juiblex's archrival, Zuggtmoy
Shedaklah (...) was not just a singular domain but a dual realm (...) half of which Juiblex ruled over area that Juiblex called his own (...) referred (...) as the Slime Pits (...) oozes of uncountable varieties and numbers all lurked within its depths
Juiblex and his children had dissolved several areas to create passages between the chambers, many of which served as slime breeding grounds
Many (...) creatures were bloated with demonic power and many times larger and fiercer than their ordinary counterparts
(...) no place where Juiblex's children were greater in number
safe on the upper layers, the lesser oozes only being threats when in great quantities, the deeper one delved into the tunnels the more terrifying, cunning, relentless, rare and innumerable (...) had to swim through them
spawning pools (...) filled with various breeds of horrible oozes (...) vast quantities (...) formed underground lakes,
the oldest one known as Suppurus being over 100 mi (160 km)
horror (...) hideousness (...) corrupt majesty of the Faceless Lord
Croaking hezrous (...) upper chambers, and chasmes sometimes fed on the pooling waste of the corridors
Manes, bar-lguras, and nalfeshnees (...) hezrous, feasting on each other

Zuggtmoy (...) viewed slimes as the eyes and ears of Juiblex and so hunted them on the surface
visitors (...) displaying signs of madness (...) by Juiblex's presence (...) consuming all they could, defining themselves by what they devoured, and encouraging others to behave similarly or by refusing to part with any of their possessions
vast cavern (...) Juiblex's "throne room" (...) center of his kingdom
largest garbage heap in the multiverse, composed of litter and rubbish resistant to the acidic properties of the slimes
center of the room was a single, stone pedastal streaked and corroded (...) claimed as his own
Surrounding the stone was a churning soup of favored oozes, and coating the walls was a layer of slimes, all spewing out rancid corruption to mix with the Slime Lord's own filth
Despite being of roughly equivalent power as individuals, Juiblex remained at the losing end of his struggle with Zuggtmoy
Juiblex's hideous kingdom (...) held an Abyssal layer known as Molor under his undisputed dominion
The two realms were connected by various portals, although sewers in magically charged cities could have portals to it, and if Juiblex was ever forced out of Shedaklah, he would likely retreat into Molor
Referred to both as the Stinking Realm and the Sinking Realm, Molor represented civilization at its lowest point, a ramshackle cesspool of filth where society teetered on the brink of collapse
demons, oozes, or otyughs, had no form of civilization
scavengers of the plane (...) common ground from mutual sufferers of disease and decay
Molor was a maze of dripping tunnels with dripping ceilings of muck and where rotted food and toxic waste was embedded in the walls and flowed across the floor

The only town was known as Thullgrime, a rotting domain of shacks constructed from decomposing fungal fibers, ooze heaps, and garbage inhabited by wererats, mad cultists, and trapped explorers
Juiblex was also the master of a dimension known as the Demiplane of Filth
trees and ground of the plane were made of verdant slime, some of which was actual green slime
fetid ponds and rivers of ooze, and was populated by insect clouds, otyughs, and various stinking monsters
not a place he ruled, Juiblex (...) influenced a layer of the Abyss known as the Plains of Rust
command over caustic ooze, supersaturated the realm (...) iron fortifications (...) quickly rusted away in a matter of days
It was rare for Juiblex to actually affect the world outside his Slime Pits
he left slime trails that would grow into various oozes and he would influence the slimes around him
he just stewed in his domain, enjoying the presence of his amorphous kin, breeding new oozes and releasing plagues
That wasn't to say that Juiblex had no plans or agendas, simply that he was patient and subtle enough (...) didn't achieve them quickly or obviously
Though he did wish to defeat Zuggtmoy
Instead, Juiblex waited, slowly but steadily accumulating more and more power (...) small steps (...) master plan but never (...) provoke too much attention

Juiblex's greatest strength was (...) how easily he could be dismissed
He was shunned by most of demonkind, regarded with hateful ridicule and callous contempt mixed with genuine fear of the gelatinous abomination's greatest desire
never making alliances (...) consuming all envoys that intruded on his home
claimed the title of "master of all slime and ooze" (...) no one ever challenged him for that epithet
lands (...) undesirable (...) nauseating kingdom (...) not be worth
situation was exactly as Juiblex desired
loathing (...) disrespectful disdain (...) useless hazard
fear (...) hesitation (...) ignorance (...) disgust (...) avoidance
Juiblex desired to be hidden and overlooked (...) indifference (...) without fear of reprisal (...) impunity
opposition was Zuggtmoy
actively hated each other
Queen of Fungi sometimes concocting plots to permanently destroy him
Juiblex's "allies"
demon lord Turaglas (...) shared (...) common ground, but (...) planned to devour him
common goal being mass destruction (...) drowned in slime (...) Zargon
Bwimb II (...) understanding with Juiblex
Rarely did Juiblex recruit demons to serve him, instead relying on his ooze servitors
none (...) sapient enough to make an actual choice to serve him (...) Faceless Lord fused demons that his oozes had trapped or consumed to create intelligent demonic oozes

intelligent (...) willingly served Juiblex (...) black pudding known as Darkness Given Hunger
had once (...) lost its way in the Slime Pits
hezrou (...) possess a black pudding (...) Juiblex cast an imprison possessor spell (...) transformation permanent (...)
hezrou dissolved (...) became truly one
Mind trapped in a slime
Darkness Given Hunger was the largest of all black puddings
patrol the Slime Pits (...) looking for food (...) surface or the Material Plane
Juiblex cared little for followers (...) cultists
Juiblex (...) worshipers (...) ignorance (...) boon (...) dissolve them
Humanoid servitors (...) pointless
Juiblex's (...) mind (...) victory was assured (...) no reason (...) grow the cult
presence (...) diminished (...) the god Ghaunadaur (...) He Who Slithers while in truth worshiping That Which Lurks
worship of Juiblex (...) cultists(...) insane
loners (...) creepy (...) obsession with ooze
capture and study of ooze
Juiblex's followers were diseased (...) oozing slime, a horrible odor, rotted digits, hideous growths, blisters and pustules ready to pop, or worse
sentient pestilence (...) horrible acts (...) had acid for blood, or gelatinous bones (...) body parts (...) could fall off but continue to move (...) organs (...) malleable and burst without actually killing them
bodies became (...) oozing until they were (...) slimes (...) on humanoid form
reborn, turned into sentient oozes or hybrids (...) bodies and identities were obliterated
most disgusting individuals in existence (...) dwelling in sewers (...) nauseating locales
deformed entities (...) only oozes or undead could tolerate their presence
process (...) somewhat malleable (...) involved sacrificing a sapient being in acid, either to an ooze
had to possess (...) flexibility (...) shapechanging experience
The more powerful (...) the grosser and more malleable their features were (...) leaking (...) acidic
ooze, summoning oozes and alkiliths, spewing disease and corrosive fluid (...) gaining the ability to polymorph

Faceless Lord (...) worshipers (...) few of the god-hating aboleths
his oozes (...) show him fealty (...) thoughtless pleasure (...) his overreliance on them (...) Zuggtmoy's active recruitment and growth of fungi
Followers dwelt underground, taking care of stables of oozes (...) singing the praises of a doomsday when Juiblex would
devour all, a fate they would be spared from
braziers of green flame (...) dark chants (...) sacrifices (...) walls were coated in slime (...) runes sacred to Juiblex
The greatest of worshipers made permanent portals to the Demiplane of Filth and conducted sacrifices there, and
some shrines were also present in Molor
he did possess an avatar dwelling in a hut in the Demiplane of Filth
the figure of an elderly human male formed from a shard of Juiblex's essence
Possessing much of Juiblex's knowledge, The Hermit, as he was known
The avatar held its mouth and eyes shut, only opening them to assign a task and again when he answered the question, upon which green slime poured from both and devoured his body only (...) reappear the next time he was visited without any signs of harm



Juiblex's true origin was unknown
the first mass of infection, a black, bilious collection of fluids (...) self-awareness
Dark knowledge rushed into his newly formed mind as he welled up
creating new oozes wherever he went
He did not defend his home against the gods during the Dawn War or when Asmodeus supposedly fell and took a sliver of its original shard
the Faceless Lord always remained in the background, preparing to consume all reality, knowing the true nature of (...) the Abyss and fully intent on fulfilling his discovered purpose
Juiblex's only consistent opposition against this goal was Zuggtmoy, who, for her faults, had ways of keeping Juiblex in (...) check

Once, centuries ago, the Queen of Decay used a series of potent divinations to determine Juiblex's exact location, erected a series of adamantine plinths throughout Shedaklah, and then triggered a ritual to banish Juiblex somewhere else in the multiverse
Fortunately for Juiblex, this plan only partially worked, but fortunately for everyone else, the partial success was enough to separate a portion of him from his whole, the unnecessary expenditure of power being something he tried to avoid
polluted essence was sent to the Elemental Plane of Water (...) too toxic (...) banished (...) its own demiplane
Demiplane of Filth and a shard of his essence would become the Hermit
DnD: Zuggtmoy CR 23

Lady of Fungi
Demon Queen of Fungi
The Queen of Rot
Lady of Rot and Decay
Lady of Decay
The Harbinger of Inevitable Doom
embodiment (...) death and virulence (...) fungi

decomposition (...) destruction
Zuggtmoy (...) inhuman being (...) mold herself (...) humanoid form
skeletally-thin (...) mycelium and lichen
lair (...) Shedaklah (...) palace (...) mushrooms (...) bridges (...) chambers and tunnels
same layer of the Abyss as Juiblex
driven by their insatiable hunger to destroy and devour

Zuggtmoy (...) worshiped through fake cults
cultists (...) infected with her spores (...) mind-controlled or transformed (...) extensions of her will until (...) consumed
clashes (...) Lolth (...) control (...) Underdark (...)
Zuggtmoy's (...) Juiblex (...) shares her realm unwillingly
DnD: Turaglas CR 30

Ebon Maw
the Hunger Eternal
the Insatiable and the Devourer

demon lord (...) hunger and consumption
ruled over Sholo-Tovoth

endless hunger
he (...) reached the Material plane (...) devour everything (...) even plain stone
imprisoned, by (...) Orcus and Demogorgon
Turaglas on forgottenrealms.fandom
DnD: Zargon CR 17

The Devourer in the Depths (...) endless voracity be sated, and if freed (...) conquer the world (...)
torrents of slime
Known as the Invincible Tyrant for his indestructibility (...) ancient immortals could only trap him (...) if killed, Zargon always returned
he had six muscular tentacles at the base of his body, a wriggling nest of thick appendages (...) to propel his putrid form
his bulging, bloodshot, cycloptic eye
Zargon (...) ungodly levels of strength (...) many tentacles to strike and constrict his foes dozens of times in (...) few seconds
regenerated from injuries (...) limbs would grow back (...) reattach (...) in a mere minute if cut off
Acids and electricity were useless (...) cold was (...) uselessness (...) only resistant to, fire
The source of Zargon's immortality was his horn, without (...) no longer regenerate
Removing the horn (...) require formidable strength (...) still regenerated in a different way
Upon being slain, Zargon's corpse would be reduced to chunks of runny, slimy flesh while the horn remained intact, after which it would "regrow" him, causing his flesh to reform around the horn
only way to permanently defeat (...) destroy his horn (...) cast it into volcanic fire
any lava pit (...) or (...) Eye of Zargon, a bubbling pool of magma
smoking crater was surrounded by fire elementals, salamanders, lesser efreeti and other monsters, and one would have to cast the horn in before it disintegrated
The gods were unable to discover how to destroy Zargon's horn
elder evil (...) immune to all divination spells of divine origin

was a creature of ooze, and his presence heralded coming slime
A gray grease covered a 30 ft (9.1 m) radius around him wherever he went and persisted for a minute after he left
summon oozes known as corruptures, cancerous creatures (...) warped by poison and sickness (...) laws of reality
were repeatedly broken
apocalyptic threat (...) foul slime
Every few dozen seconds, he could spew forth a massive deluge of acidic, brown goo from his horrid maw, and those he bit into were also infected with the substance
several days, if not treated with a remove disease or heal spell, those polluted by the slime had their vitality, intelligence, and personality slowly reduced until they either collapsed into puddles of grime or transformed into the terrifying humanoid oozes known as the whelps of Zargon
Zargon's corrupting influence (...) contaminated the land and caused (...) weather patterns
meteorological distortions (...) rained (...) brown slime (...) contaminated all (...) water and any (...) contact with it
Zargon (...) escape his prison (...) entire world (...) hourly, overlapping, atmospheric disasters, and no one would be safe as his foul slime rained over all

certain actions, such as a significant betrayal with the blood of the victim spilling onto his horn, would further speed his rebirth
his debilitating effects on divinity making him a dangerous threat against them
Zargon's freedom would grant the Faceless Lord a great increase in power
A brown dragon (...) watch over the Valley of Death (...) nothing aroused Zargon from slumber
eldritch being (...) no god
his clerics wore golden masks depicting a one-horned monster with four tentacles sprouting from the chin (...) tyranny and oppression
Were he to break free, (...) those that freed him (...) destroying them and turning them into whelps (...)

Zargon was an entity so ancient that not even he could remember where he came from
Legends (...) lost city of Cynidicea
Some believed that he was the creation of an ancient wizard
Others (...) he was spawned (...) crazed immortal as a servant (...) avatar
others (...) he was a former demon prince, exiled from the Abyss
stories (...) purported (...) Zargon ruled the realm (...) Baatorian lords, until the arrival of Asmodeus
incapable of permanently destroying Zargon himself, Asmodeus ripped his horn (...) flung it to the Prime Material Plane
only to find the streets slick with blood and slime
Asmodeus managed to seal Zargon in solid stone
idea that Asmodeus saved the day where the gods failed would be a dangerous legend to let spread
Conan: Dagoth

Dagoth (...) Dreaming God
Dagoth (...) body turned into stone, becoming a statue of a handsome human male with a hole in his forehead

followers could worship it
virgin (...) ritual
Taramis tricks Conan (...) into finding the horn (...) horn into the Dagoth's forehead

The statue began to move
ritual was interrupted by Conan
statue (...) transform (...) handsome man into a hideous (...) horned beast

Dagoth (...) impaled her (...) on his hornConan kills Dagoth
resurrected god (...) called down lightning
Dagoth killed (...) stepping on his head, crushing it
Dagoth's horn was his life (...) tearing the horn from the god's forehead, severely weakened Dagoth

As his life's blood poured from where the horn had been torn out, Dagoth collapsed
DnD: Bwimb II CR ?

undulating mass of violet sludge
she polluted pure waters
understanding (...) Juiblex (...) shared goals (...) unclear
ooze para-elementals obeyed her
Bwimb II on forgottenrealms.fandom
immense elemental power over ooze (...) defies most conventional magic
Formless Immortality (...) cannot be (...) slain, any piece of her (...) reforms (...) plane itself acts as an extension of her will.
Similar to the power of the planet Ego in Guardians of the Galaxy 2
Corrosive Will (...) strongest metals and magics corrode in her presence
Mindless Dominion: Most oozes and slimes across the multiverse recognize her as their progenitor and obey her will without question.
The Slow Consumption: (...) slow, inevitable spread
worshiped (...) through submission. Those who call upon her (...) harness her corrosive power or to offer sacrifices (...) avoiding her creeping grasp.
The Cult of the Maw: mortals who see the inevitability of decay as the true fate of all things (...) hastening the world's return to sludge.
The Slime-Touched: Individuals (...) altered by exposure (...) bodies half-fluid.
The Ooze Lords: Massive, sentient oozes that act as her extensions, overseeing different regions of the plane.
Devouring Future (...) prophecies (...) will (...) expand beyond the Elemental Plane of Ooze, consuming entire planes until all existence is one endless, undifferentiated mire.
Bwimb (...) consciousness trapped in an eternity of dissolution.
Sludge Crown (...) artifact hidden within the plane (...) grant control over Bwimb II
DnD: Ghaunadaur

greater god of abominations, oozes (...) Far Realm
That Which Lurks
The Elder Eye
The Lord of Slime
The Ancient One
reddish-purple giant slug (...) amorphous (...) jelly (...) 10 long purple tentacles (...) sticky green substance
that emerged from the ground
represented (...) eye (...) in a purple disk (...) shape (...) "Y"
False worshipers (...) boons (...) been devoured (...)

Inner Planes (...) always silent (...) gibbering and bestial language (...) spoken
telepathy (...) blunt and simple
archomental Bwimb (...) deity Moander (...) his allies
served by the drow oozemaster Kurolaboath Notepirroth
enemy (...) every god (...) Underdark (...) Seldarine (for being a (...) Dark Seldarine), Malar, and Gargauth
Shrines and temples (...) Ghaunadaur were foul
fetid smells, mists, and slime trickling down the walls
stench (...) strong (...) swimming (...) rotten sewage
clergy prayed for their spells once per day
Ghaunadans went on the Gathering (...) kidnap and abduct sentient beings for the sacrificial altar
drugged (...) turn into slime
slime then enveloped the victim and consumed them
Ghaunadaur was old even before Ao's time
ancient deity (...) emerged from the primordial ooze itself
worshiped by the largest of slimes
In rage over some unknown transgression, however, Ghaunadaur struck most of them mad and took their intellects. As an unforeseen result, many of these worshipers ceased to exist, which caused the Elder Eye's power to collapse
created a new realm in the Deep Caverns
Mists of Ghaunadaur (...) caster was cloaked in a flowing violet mist (...) rendered the caster invisible (...) protected (...) from attacks that required sight (...) invisible to (...) natural vision (...) infravision and any abilities that detected heat. The true seeing spell was capable of penetrating the mist
DnD: Ghaunadans

green slime (...) shifting (...) humanoid form
15 hours in the humanoid form
pleasant or attractive one

copper, amber, flame-orange, plum, purple, lilac, or lavender
vile, intelligent, and charismatic
paralytic slime
two pseudopods
make pseudopods in their humanoid form
Just like the T-1000.
DnD: Gibbering Mouther

Summary
Aura: 3m: Reduce speed to 0. Aura: 6m: Makes opponents
Traits
-
Aberrant Ground
The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. -
Gibbering
The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
Gibbering Mouther on DnD Beyond

large blobs composed entirely of mouths and eyes

arose from sentient creatures that had died in places touched by the Far Realm

reproduced by asexual fission (...) split their amorphous bodies down the middle (...) process (...) four hours

Every victim consumed (...) added another mouth and pair of eyes to the mass of the beast's body. Only living prey would work for this

bringing two gibbering mouthers together would cause them to join, creating a larger mouther

The most vulnerable area (...) was the brain (...) located (...) center of its mass and could move around (...) difficult to strike
Brain = Not Ooze (Aberration)

babbling attack (...) same effect (...) confusion spell

Spit (...) explode (...) bright flash (...) blinding targets for several minutes

attack with six different mouths at a time. Each mouth (...) victim (...) draining their energy

The ground around (...) thick liquid state (...) extremely difficult to assault (...) at a close range

They were a favored monster of the drow deity Ghaunadaur





Gibbering Mouther on forgottenrealms.fandom
DnD: Oblex

Oblexes were extraordinarily intelligent oozes created by mind flayers that fed on other creatures' memories
using (...) memories to create replicas of their victims (...) to further hunt and feed
wants memories
serve their creators, the illithids
An oblex in the range of an elder brain's powers provides (...) mind flayers to find choice victims
absorbed the memories of their victims (...) replicate credible copies of them
impersonations, made of the same ooze as the oblex (...) identical to the original victims, except for a faint
smell of sulfur
Eat Memories:
- Zero { Skill, Spell, Power, Ability, Equipment, ...etc. } of the target is copied
- Only Language, Proficiency, Memories, Appearance (Directory of Impersonations) are copied
Sulfurous Impersonation:
- The terms "Simulacrum" / "Replica" used in the description of the monster stat block are polysemous and ambiguous
- Prefer the term "Sulfuric Image"
- Sulfuric Image can be used for infiltration, dialogs, roleplay
- An Elder Oblex can spawn up to 13 Sulfuric Image at once
- Think of a challenge
- With N tiles on which you must position yourself
- Approval of N key people (12 knights of the round table + 1 King publicly declaring war on another country)
- Stench of sulfur can lead to comical situations: need to be justified (fart, rotting cabbage, spoiled eggs, sewer gas, japanese onsen, ...etc.)

They could move up to 120 feet (37 meters) from the oblex, but could not (...) separate from its body
replica (...) attached (...) oblex's main body by a thin, transparent tether made of slime, which could pass through
extremely tight spaces as narrow as 1 inch (2.5 centimeters) wide
With (...) hunger for memories (...) attracted to sharp minds
minds of intelligent individuals (...) spellcasters
briefly engulf their target's body, draining a portion of its memories
victim (...) drained and confused (...) difficulty (...) using any abilities
learned all of its victim's languages and abilities
oblex spawn even adopted (...) personalities of its victims
NB: Oblex Spawn = Moving Speaking head
Cunning hunters, oblexes used (...) impersonation (...) to lure more victims (...) infiltrate communities
preferred (...) ambush before attacking
memory-draining attack (...) render a victim unconscious if hit multiple times (...) pseudopods
They also had blindsight and could also not be blinded, deafened, tired, or knocked over
adult or elder oblex could extrude large pieces of itself disguised as a being whose memories it had
earlier stolen
Bar a slight smell of sulfur, this simulacrum looked, sounded, and even felt indistinguishable from the original
adult (...) up to five (...) elder up to thirteen, to a distance of 120 feet (37 meters) (...) tethered by a strand of
slime
This strand (...) could be cut, but not be (...) damaged
The oblex the simulacra were one and the same creature for intents and purposes

To consume memories (...) strike (...) creature up to 5 feet (1.5 meters) away
If they lacked the will to resist, they would be psychically injured and suffer a loss of memory until next they rested
or received a heal or greater restoration
each strike (...) cumulatively worse at doing things until they fell unconscious for at least an hour, sometimes even dying
Undead, constructs, plant creatures (...) oozes were naturally immune to memory draining
As oblexes aged, they acquired more powerful abilities
Adult oblexes (...) cast (...) charm person, detect thoughts, hold person, and color spray (...) elder oblexes (...)
lived long enough to learn (...) confusion, dimension door, dominate person, fear, hallucinatory terrain,
hold monster, hypnotic pattern, and telekinesis
reproduction cycle (...) connected to its feeding habits
saturated with its victims' accumulated memories
saturated oblex spawn had to split into smaller creatures and shed these personalities in order to avoid going insane
An older oblex could simply extrude a simulacrum instead
After conducting experiments on the various oozes found in the Underdark, oblexes were designed by mind flayers
with the purpose of assaulting minds and serving as advance scouts to search for prey to feed a colony
However, oblexes did not act on their master's orders
actions (...) motivated by hunger
An oblex within the telepathic range of an elder brain would instinctively, and unwittingly, inform the colony of
any sentient creatures just by its endless hunger for memories and attraction to intelligent individuals

late 15th century DR, an elder oblex stood guard in a chamber of the Temple of Madness in Pandemonium, while a group of mind flayers attempted to harness the power of a portal to the Far Realm to activate an artifact that could allow them to regain their mental control over the gith
A group of Sha'sal Khou (...) dispatched to thwart the illithids' plans
adult oblex was kept within a pit trap in Stardock (...) absorb those who fell into it
Undercity of Xorvintroth, a group of four elder oblexes killed and absorbed the memories of four Thayan guards, Augofan, Lonali, Phastulla, and Ugomech, who served the Red Wizard Lamintala
oblexes produced simulacra of them in order to lure other explorers into their cave
NB: Absorb the features of these oblexes, and possibly their memories to learn about the world of DnD.
Memories could also contain knowledge leading to unique features.
Halo: Gravemind (2001)

The Gravemind (...) is made of countless bodies and corpses
literally built from the bodies of its enemies and its own fallen warriors reassembled into a massive, tentacled, and intelligent entity
it is the mind of the grave
The consciousness of the Gravemind is formed from the accumulated intelligence and memories of every Flood host ever consumed
Gravemind is the controlling intelligence behind the parasitic Flood species
it appears similar to a puppeteer
When a creature is assimilated into the Flood, its knowledge is transferred directly to the Gravemind, and the remainder of its mind is destroyed
each Gravemind also retains the memories and knowledge of previous Graveminds
This has made the Gravemind virtually omniscient, and ensures that should the Gravemind be destroyed, its consciousness will never truly die as long as some flood forms are left
a single intelligence inhabiting multiple instances
a compound [intelligence] consisting of a thousand billion coordinated minds inhabiting as many bodies as circumstances require
Gravemind is able to communicate with subordinate Flood forms across the galaxy
Gravemind uses some form of telepathy to command its disparate Flood components
The Thing (2011)


Parasyte


Mario 64: Paintings
Recreating the Ripple effect of Mario 64
Abyss (1989) : Pseudopod






















































Abyss pseudopod scene: How to recreate 35 years later
Guardians of the Galaxy 2: Planet Ego
Venom (2024) : Symbiote

























































Venom: Yellow Symbiote / Ochre Jelly
Venom: Black Symbiote / Black Pudding
Knull, equivalent of Juiblex in the MCU
Venom-like walking effects
Mimic Effects V4 (Blender 4.3 Update) by @Cartesian_C
Star Trek: Deep Space 9: Odo (1993-1999)
Odo infiltrates a ship















A shapeshifted ooze traitor tries to assassinate by strangulation / decapitation an alien leader with its tentacule




Odo touches the hand of another ooze, shaped as a female





Odo is attacked by another ooze that tries to take over him, but Odo fights back an kills him








Odo, grievly injured, is restored by the ooze shaped as a female





Odo says Goodbye to his love Kira, and heals the planetary ooze lake called The Great Link by melting into it













The Langoliers
https://www.youtube.com/shorts/9r6Im97T5-w https://www.youtube.com/watch?v=izxpXWBRjng https://www.youtube.com/watch?v=x_2LpM3gNj8Star Trek: Armus

Armus manifested as a pool of black viscous liquid that could also assume a vaguely humanoid shape.
it also appeared to lack skeletal framework or musculature.
Initial observations indicated that, though showing no sign of intelligence, much less a brain, the slick showed evidence of thought.

Armus was also capable of enveloping humanoids and incorporating them into the liquid, where they would remain conscious while in liquid form.
Armus was capable of then inflicting suffering upon its victims while they were in this state.

Armus was impervious to phaser fire, and Data theorized that it could, in fact, feed off of phaser energy.
Captain Jean-Luc Picard assumed that Armus was immortal.
Star Trek: Murf

Mellanoid slime worm
fond of ingesting random pieces of mechanical equipment
eat a photon grenade (...) detonated inside (...) causing Murf to briefly expand in size before returning to normal
conclude that Murf was indestructible
act as a living containment vessel for the protostar
NB: If a slime can contain the explosion of a protostar, it can contain the explosion a Netherese Orb
Theory: Blobs are living pocket dimensions
could not speak (...) good at dancing and singing, or at least lip syncing
The Orville: Yaphit

Yaphit was a Gelatin Lieutenant
His mother created a novel Gelatin being via mitosis and, later, the new gelatin split via mitosis into Yaphit and his brother
his brother was "the good-looking one"

He filed a complaint (...) claiming discrimination against gelatinous persons
gelatinous lieutenant (...) navigate an access conduit, only half a meter wide (...) armory
Yaphit physically assaulted one Kaylon by entering its body

a gelatinous blob with a "sloppy hole of a mouth."
Starcraft 2: Abathur
created from numerous zerg species
evolution master (...) DNA library, and resides in the evolution pit
Design (...) simple (...) Sequences (...) change (...) fluid (...) improve (...) Always improving
Must evolve

spun from many species
designed the Queen of Blades by wrapping her in a chrysalis
Evolve Swarm
valuable (...) biomass
obsessed with efficiency
killing a creature before consuming its biomass, while it would be less painful for the creature, is inefficient
NB: Absorb them alive (Knocked out)
has an odd speech pattern, often leaving out conjoining words and ignoring pronouns
speaks (...) most efficient manner possible
does not communicate (...) audible words, instead communicating through psionics
has in the past utilized psi-to-speech translators in order to carry out vocal communication
referred to as "it" on his hero page
Starcraft 2: Spine Crawler

The spine crawler's tentacle can stretch nearly twice its height
Dungeon Keeper: Tentacule

An aquatic beast, the Tentacle only enters your Dungeon if there is water around
when they sleep beside the water they gain experience
Tentacles have high health and defense
Tentacles regain their ample health extremely slowly when sleeping
As long as the Lair is adjacent to water, they gain a meagre 2 experience points per turn
The Blob (1958)





The Blob (1988)








The Blob (1988) - The Hospital Scare Scene
The Blob (1988) - Clip: Sink Blob
The Blob (1988) - Trapped in the Phone Booth Scene
The Blob (1988) - Movie Theater Attack Scene
Terminator 2 (T-1000)












T-1000: Movie VS Mortal Kombat
The Rings of Power: Sauron the Black Pudding











Carrion

Carrion Full Game Gameplay Walkthrough 100%
That Time I Got Reincarnated as a Slime

slime form (...) amorphous - mass (...) translucent oozeRimuru Tempest
Pokemon: Ditto / Metamon / Metamorph

amoeba, a single-celled organism with no definite shape
alter its cellular composition
unavailable (...) breeding (...) single-celled organisms reproduce differently from multi-cellular plants and animals
based on an undifferentiated cell, a cell in the body that can change into any other cell by sampling it
blob
ne peut pas imiter le caractère du Pokémon en lequel il s'est transformé
Chromatique (...) chromatique
asexué (...) pas de (...) mâle ou femelle
Re:Monster

ability, Absorption
The abilities can be classified into 3 types
Obtained by clearing conditions of the world
Acquired by Absorption ability of Rou
Acquired by Synthesis ability of Rou
List of Abilities
Inherent (from birth)
Obtained from consuming (...)Abilities and Equipment
Absorption

get abilities of other beings and things by consuming them
No matter how hard or poisonous something is, the person would be able to eat it
On Day 80 Rou acquires the ability [Synthesis] that he uses to merge the different abilities acquired by
[Absorption]
Which is quite convenient since [Absorption] starts to gather less and less abilities due to the gap of strength
between Rou and most of his enemies
Synthesis

synthesize items, creatures, and abilities from the ones he currently has
He can use combine them into abilities with the cost of losing the original ability or transfer the
abilities into objects
NB: Imagine a synthesis system, generated by AI
Merge / Blend features or actions to generate new ones
N Inputs, 1 Output
Inputs are removed (lost) and the output is added (gained)
This system allows to recycle old / deprecated / useless inputs
Dragon Ball Z

Absorption (...) engulfing a victim completely (...) gaining their power and abilities
Absorption (...) victim possesses (...) strengths or abilities (...) attacker desires

The technique involves either engulfing a victim completely (...) gaining their power and abilities
engulfs (...) an opponent into his body (...) increase (...) physical (...) mental powers

(...) severed body part liquefy (...) piece of skin fall off of his body
The goo will then sneak up behind the person, and stretch itself to be large enough to accommodate the target

leap onto the person (...) smother as much of the target as it can
completely cover the person

goo is on the person (...) cover up any part of the person
target is completely covered, the goo will squeeze and solidify, trapping the person

impossible to escape it, no matter what the circumstances
Commeson (...) Planet Potaufeu (...) ability to absorb people and create an exact copy of them

person is absorbed (...) energy (...) drained (...) perfect copy resembling the victim's appearance
The copy has access to all of the victim's techniques, memories, and even has their same personality and beliefs, while
leaving the victim entirely drained of their Ki
Moro is able to absorb a target by encasing them in energy and then forcefully eating them whole
This causes him to transform and gain their abilities
After absorbing a victim, Naturon grows exponentially into a more monstrous version of himself, inheriting small
elements of his victim's appearance and some of their abilities
Marvel: Absorbing Man

has mimicked the strength of Thor himself
Absorbing Man (Earth-616) on marvel.fandom
Creel absorbed the super-computer known as Ultron
With Ultron's limitless intelligence, Creel realized the full potential of his abilities, gaining unprecedented levels of control over his powers and the ability to "store" different types of forms for later use.
when he absorbed the intelligence of the robot Ultron, his understanding of his abilities grew exponentially
Absorbing Man (Earth-9997) on marvel.fandom
Other images











































0 Ability Score
DnD does not authorize 0 in many ability scores, but BG3, yes.
Can You Beat Baldur's Gate 3 With 0 in EVERY Stat?
Other sources
- BG3 Feats
- BG3 Conditions
- BG3 Conditions (Multiples pages)
- BG3 Status Groups
- BG3 Legendary actions
- BG3 Creature types
- BG3 Creature size
- BG3 Oozes
- DnD Bestiary
- DnD Oozes
- DnD Oblex Spawn
- DnD Adult Oblex
- DnD Elder oblex
- BG3 Class images
- BG3 Subclass images
- True Seeing does not reveal Oblex Simulacrum
- Powerful oozes ranked
Conclusion

Slime is fun !
- Engulf
- Split
- Merge
- Absorb
- Evolve
Don't forget to create your own slimy thing.
Available in 2027 !
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