Slime Folk Basic Edition by DM Tuz
Slime Folk Basic Edition by DM Tuz
SLIME FOLK
”Don‘t be afraid, I am a friendly ooze!”
Cozy Company
Excitable, curious, friendly, and affectionate are all
common descriptions for the average Slime Folk. They Feral Slime Folk
are constantly starved for stimulation, which is found Artwork by QueenChikkibug
in abundance on the surface. They revel in the many
things they find outside of their homes and find them-
selves very quickly attached to any passersby who keeps
them company. Slime Folk are straight forward and docile ty of their body - their sense is selective to prevent over-
creatures, commonly preferring the path of least resistance stimulation. Further, the Slime Folk are able to store large
in their decision making. Only dire circumstances will force amounts of fluids and food in their body, which can drasti-
them to forgo their desire to please others. cally morph and expand their size.
However, the Slime Folk’s amicable nature can be a bles-
sing as well as a curse. For one their malleable form left them Slime Folk Names
with a skewered or almost absent sense of physical space or
Slime Folk commonly do not see the need for names for
boundaries, for another their innate naivete and forgiving
one another within their colonies. But as contact with the
nature can lead them to be easily taken advantage of. Even
surface world was made and the concept of names got in-
Slime Folk who have been repeatedly wronged and hurt are
troduced to the Slime Folk it became a trend that quickly
quick to forgive.
caught on. Slime Folk choose their own names and know
little about the deeper meaning and importance of names
Physiology which they see as surface level accessories. This has lead to
The form of the Slime Folk body is gelatinous, flexible many of the Slime Folk’s chosen names to be whimsical,
matter: similar to their ooze relatives, they are able to bend, tongue-in-cheek, or nonesensical.
squeeze, morph, and adjust far beyond the capabilities of
other typical humanoids. This however, doesn’t make their Male Names: Androop, Augoostus, Blobert, Crooze,
bodies immune to damage from blunt trauma or exhaustion. Droopy, Elijam, Fargrime, Goobert, Hooey, Isastretch, Jig-
Enough damage to their physical form will lead their bodies gle-Jack, Keigel, Loo, Murmy-Marc, Neebs, Oozeborne,
to lose stability and consistency. Quiscus, Raggidy, Slick, Tarvis, Ulabog, Virool, Warmire,
Slime Folk vary wildly in size, in spirit with their flexib- Xerbles, Yambo, Zeta
le nature. Commonly they average around the size relative Female Names: Amorpha, Bubbles, Chartar, Dribble, Eliza-
to a human, though outliers towards the either extreme are blob, Felicitar, Goondula, Haggles, Icky, Jammy, Karambri-
not uncommon. Their gelatinous bodies have a translucent ne, Lemon, Mucy, Oozmerelda, Pudding, Queque, Ramba,
sheen that can range from clear to murks and feature a va- Slimantha, Tarbitha, Uppa, Victaria, Wobblarella, Xana,
riety of colors. Some rare specimens might feature several Ylla, Zayamorph
colors manifesting in patterns or gradients.
Being an ooze, the Slime Folk can taste with the entire-
PATREON | DMTUZ
grappled this way at a time. The DC is equal to 8 + your
proficiency modifier + your Constitution modifier.
Pseudopod. You have a natural weapon attack that deals
1d6 plus your Strength modifier acid damage.
Amorphous. You can move through a space as narrow
as 1 foot wide without squeezing. If any equipment you’re
holding or carrying is larger than the space you are attempt-
ing to pass through, it gets left behind.
Subraces. Slime Folk come in several shapes and colors.
More importantly, they come in different types. Choose one
of the following subraces to determine your exact slime folk
nature: Alchemical, Eldritch, Feral, and Mnemonic.
Alchemical
Driven by their endless curiosity, the Alchemical Slime
Folk revel in experimentation. They emerged recently as
more slime folk made their home in sprawling cities and
encountered the many arcane marvels city life has to offer.
Their alchemical nature manifests in vibrant colors that
these peculiar Slime Folk feature, which might shift and
adapt with their elemental balance of their bodies. Unique
even among other Slime Folk, their sense of taste is highly
refined, able to determine the components and nature of a
Artwork by DM Tuz material by thoroughly handling it. This innate ability for
Slime Folk Traits analysis allows alchemical slime girls to feed their ceaseless
curiosity.
Your oozelike nature gives you plents of advantages, some of Focused on their pursuit of knowledge, the Alchemical
which are determined by your subrace. Slime Folk are scatterbrained, but smarter and more analyt-
Ability Score Increase. Increase one ability score by 2 ical than other Slime Folk. Their bodies contain alchemical
and increase a different one by 1, or increase three different components which is a frequent subject of the Alchemical
ability scores by 1. Slime Folk’s studies. As a result of that, they gained an un-
derstanding of their unique anatomy and learned to shift
Age. Slime Folk mature within the first six years of their
their alchemical composure to favor one elemental balance
life, but can mature quicker if plenty of nourishment is
over the others.
available. Once matured, they live up to 200 years, though
some Slime Folk are known live way past this age. Alchemical Makeup. Your inner balance of alchemical
Alignment. Slime folk’s friendly demeanor and eager- components grant you unique perks. Choose one of the fol-
ness to please others have them lean towards being good lowing damage types: acid, cold, fire, lightning, poison. You
aligned, but trusting nature makes them easy to manipulate. are resistant to the chosen damage type. Additionally you
Their flexible personalities causes them to neither prefer learn one of the following cantrips depending on the chosen
law or chaos, instead they prefer to go with the flow of a damage type:
given situation.
Damage Resistance Cantrip Learned
Size. Slime Folk vary widely in size between 4 to 7 feet.
Acid Acid Splash
Your size is Medium.
Cold Ray of Frost
Speed. Your base walking speed is 25 feet. Fire Firebolt
Languages. You can speak, read and write Common, Lightning Shocking Grasp
Undercommon, and one additional language. Slime Folk Poison Poison Spray
usually pick up the common language spoken within the
When you create the character, you choose Intelligence,
land they initially emerge from after leaving their colonies.
Wisdom, or Charisma as your spellcasting ability for it.
Ooze Nature. You are considered both an ooze and
Alchemical Adaption. Your knowledge about your in-
a humanoid. You can be affected by a game effect if it
ner alchemy is vast and you learned to adapt and alter your
works on either of these creature types.
inner chemistry. You can change your inner chemistry by
Engulf. Instead of grappling a creature with your arms, consuming 50 gp worth of arcane material components and
you can take hold of a creature with your oozelike body. change your resistance and exchange the corresponding
When grappling you can use your Constitution in place of cantrip to the new one according to your new resistance of
your Strength. Additionally, as an action you can attempt to your Alchemical Makeup trait after one minute of digestion.
engulf an object or creature of your size or smaller within 5 Changing your inner chemistry might change the color of
ft. of yourself. The creature must succeed a Dexterity saving your body to reflect your change. Once you use this feature,
throw or be grappled by you. A creature grappled this way you can’t use it again until you have finished a long rest.
is partially engulfed in your body and restrained for the du-
ration of the grapple. You can have one creature or object
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Eldritch
Rising from the depths of the Underdark, Eldritch Slime
Folk have a much more unearthly appearance, modeling af-
ter their abyssal neighbors.
As well, due to their habitat, these Slime Folk are far
more flexible in both mind and body than the usual- their
gelatin is almost rubberlike, and their nature much calmer.
Their adaptability makes them natural charmers, due to
their attunement to the nature of the abyss; compared to
what they‘ve seen in the Underdark, the workings of the hu-
man mind are easy to comprehend.
Darkvision. Your eyes are adapted to the darkness, you
have surperior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can’t dis-
cern color in darkness, only shades of gray.
Stretchy Tendrils. On your turn, your melee weapon
attacks and spells with a range of touch, have an increased
range of 5 ft..
Flexibility. You have advantage on checks to escape
grapples and restraints.
Feral
Subject to their basest instincts, Feral Slime Folk fore-
go the desire to socialize in favor of experiencing new, in-
teresting things to ingest. Lurking in caves and forests far
from civilization, these slime folk will hunt for any meal of
interest, whether it be small animals, monsters, or even hu-
manoids.
As they are able to quickly digest and absorb food, they
are rarely starving: they just focus on the experience and
taste.
Digestion. At the beginning of your turn you can deal
1d6 acid damage to a creature engulfed by you.
Consume. When taking a short rest, you can eat one
creature that is not more than one size smaller or larger than
you that is not a construct, elemental, or undead. When you
do, you gain one additional hit dice that you have to spend
during that short rest. If the devoured creature is one size
larger than you, you roll twice on the gained hit dice and
choose the higher result. Consuming a creature will nourish
you for one day. You can use this trait a number of times
Eldritch Slime Folk equal to half of your proficiency modifier (rounded down)
Artwork by QueenChikkibug before you have to finish a long rest to use it again.
PATREON | DMTUZ
Slime Folk Unique Feats
Slime Folk characters have access to unique feats when
they level up in a class. Some DMs allow the use of feats to
further customize a character, see chapter 6, “Customization
Options”, of the Player’s Handbook.
The following special feats allow your character to deep-
en and expand upon their ooze heirtage, as each feat rep-
resents an evolution of your character’s innate power and
ooze nature.
Bouncy
Prerequisite: Slime Folk
You learned to capitalize on your flexible form and tap into
your ooze ancestry to shrug off blows and impacts.
• Increase your Constitution by 1, to a maximum of 20.
• When jumping you can use your Constitution score in
place of your Strength score to determine how far and
high you can jump.
• When you take the dodge action you become resistant
to bludgeoning damage until the beginning of your next
turn.
• When you take bludgeoning damage, you can use your
reaction to gain resistance to bludgeoning damage until
the end of your next turn. If you use this feature to gain
resistance to bludgeoning damage caused by falling, you
do not fall prone after landing. Once you use this fea-
ture, you can’t use it again until you finish a short or
long rest.
Luminescence
Prerequisite: Slime Folk
Your gelatinous body developes an innate bioluminecance as Alchemical Slime Folk
well as the ability to control it. Artwork by QueenChikkibug
• As an action you can glow and emit 20 ft. of bright light
and additional 20 ft. of dim light. As a bonus action on Vibration Sense
each of your turns, you can regulate how much light you Prerequisite: Slime Folk
give off, reducing the bright light and dim light to up Oozes are known to perceive the world by sensing the ti-
to a minimum of 5 ft. each. You can end emitting light niest vibrations in the air. You learned to tap into your ooze
altogether as a bonus action. heirtage to develope a limited vibration sense.
• As an action you can emit a powerful flash of light. Each • You gain advantage on Perception skill checks that don’t
creature within 20 ft. of you must succeed a Constitu- rely on sight or smell.
tion saving throw or be blinded until the end of your • You gain tremorsense, allowing you to detect and pin-
next turn. The DC is equal to 8 + your Constitution point the origin of vibrations within 10 ft. of yourself.
modifier + your proficiency bonus. Once you use this • As an action, you can focus your senses to gain blind-
feature, you can’t use an action to emit bright light or sight, allowing you to perceive your surroundings with-
use this feature again until you have finished a short or in 30 ft. of yourself without relying on sight, until the
long rest. end of your turn.
• You gain resistance to radiant damage.
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My Other Works
If you like my work, consider checking out my
other freely available works:
Horrors of the Dark - A complete bestiary fan
adaptation of Red Hook Studio’s Darkest Dungeon
Bloodstained Notes - A Hunter’s Bestiary - A
complete bestiary fan adaptation of From Soft-
ware’s Bloodborne
Unbound Monsters: Slaughterhouse Horrors -
A small collection of horrific monsters given as a
free sample of my patreon exclusive monsters
Tuz’s Fearsome Foes - A set of unique foes
designed to be the centerpiece of a one shot mon-
ster hunt, or a longer story, such as the notorious
Rat Pile, or Gemhide, the White Bulette.