Created from magic, oozefolk are the result of wizards or other powerful arcanists awakening the minds of the cave dwelling creatures known as Oozes. These creatures often do their best to fit into mortal society, but often fail. Treated as outcasts and monster for their appearance, oozefolk are usually quite solitary. Sticking only to themselves, or to small groups they have grown comfortable with.

Oozefolk are very commonly hunted, or chased off, once people become aware of their existence. The thought of the normal mindless murderous monster that normally dwells in the depths of dungeons with sentience scares many folk, and for good reason. This mind set though often causes oozefolk to go into hiding, or their companions to try and hide them.

Oozefolk often take on the names that their creators give them, or are simply given names by their creator's. Oozefolk do not have special naming schemes, but instead could really have any name dependent on their upbringing.

Oozefolk Traits

Your oozefolk character has an assortment of inborn abilities, due to it's monster heritage and innate magical nature.

Ability Score Increase. Your Constitution score increases by 2.

Age. Oozefolk do not age. Much like their ooze counter-

-parts, they will live as long as they have adequate nourishment to sustain them.

Alignment. Oozes normally do not have alignments. They are often not intelligent enough to have that deep of a personality to have any form of moral struggle. Oozefolk can be any alignment, but are more often than not a similar alignment to their creator.

Size. The spell that awakens oozefolk his a minimum, and maximum size that must be considered during the awakening or else the spell will fail. An oozefolks volume is within the range of 80 and 200 gallons. You are a medium sized ooze.

Speed. Your base walking speed is 25 feet.

Amorphous. You can move through spaces as narrow as 1 inch without squeezing, and cannot be knocked prone. Items that could not fit through these gaps cannot go with you.

Blindsight. Oozes do not have eyes, and neither do oozefolk, even if some alter their outward form to appear as they do. You can perceive your

surroundings without relying on sight,

within a radius of 60 feet. You are

considered to be blind beyond that radius. You are also immune to the blinded condition.

Magical Dependency. Oozefolk

are naturally dependent on

magic to keep their minds, and

because of the nature of your

creature, your intelligence is reduced to 1,

and your dungeon master takes control of

your actions whilst inside of an Antimagic

Field or similar effect. Your dungeon master

should make the decisions they would

normally make for a hungry ooze.

Pseudopod Acidity. Your unarmed strikes

deal additional acid damage equal to your

Constitution modifier.

Shape Control. Though mostly liquid, oozefolk

have control over their body in ways that most

creatures do not. This control allows you to take a

vaguely humanoid form, allowing you to walk, run, and

do things that would require hands and arms like wear shields, wield weapons, and operate machinery. You can alter your form in other visible ways, as long as you remain a medium creature.

Languages. You know common, and one other language

of your choice. This second language is more often than

not the language of the creature that

created you.

Subrace. There are three common kinds of

oozes that are turned into oozefolk. Gelatinous

cubes, gray oozes, and ochre jellys. Choose one

of these subraces.