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Slimeling

Dark and mysterious beings, the slimlings resemble humanoid snails, with their shells acting as both hair and helmet and their bodies extending from it. Created when Dark Tapestry gods corrupting some of the slime of the earth, Slimelings are feared for this connection and the strange magic they wield, but most harbor no ill intentions. They simply wish to be left alone to study more magic.

Basic Information

Anatomy

Slimlings have large, circular shells on the tops of their heads that act as both their hair and a protective helmet, with their bodies descending from them.

Genetics and Reproduction

It is unknown how slimlings reproduce, as it seems to be a closley guarded secret. Many theorize that they create more slimelings solely through the enthos awakening spell.

Growth Rate & Stages

A slimlings head-shell forms and hardens as it ages, and thus its youths are especially vulnerable. A slimling reaches adulthood at 17 years of age, once its shell is fully formed.

Dietary Needs and Habits

Slimlings are mostly vegetarian, dining on various plants and fungi, but more sinister slimlings might partake in the flesh of others.

Biological Cycle

Like most species that dwell primarily in The Underrealm, the slimelings aren't particularly effected by the changing of the seasons, however the few that dwell on the surface must take precautions in the winter, as their bodies don't take kindly to the intense cold. These surface dwelling slimlings often retreat into their mounds to wait out the winter, utilizing magic to negate the negative effects of the cold  when they venture outside.

Additional Information

Social Structure

Slimelings are solitary creatures, and always set out upon reaching adulthood to find their own mounds to practice magic in. When one makes a particular breakthrough in a study or finds a particular source of intriguing magic, they might invite other simelings to join them and form something akin to a coven, but such alliances are often short lived.

Uses, Products & Exploitation

The other enthos believe that a slimlings head-shell provides them with magical insight, so they are sought out by other would-be enthos mages.

Geographic Origin and Distribution

A vast majority of Slimlings dwell in The Underrealm, but some can be found dwelling in surface forests,

Average Intelligence

Slimlings are quite intelligent, their strange minds able to easily comprehend magical theories that would take others years to learn.

Perception and Sensory Capabilities

Many Slimlings have darkvision and can see in low-light conditions, but those that dwell deep underground have the an increased range of darkvision in exchance for a blindness to light.

Symbiotic and Parasitic organisms

Slimlings often domesticate many different types of creatures to protect their mounds, including giant vermin and magically summoned beasts.

Civilization and Culture

Naming Traditions

In Enthos, slimelings refer to their own species as ǂʰoᵑǂ̤ᵑǀoᵑǀuo; roughly translating to both "Eyes in the Darkness" and "Eyes on the Darkness"

Beauty Ideals

Slimlings take great pride in their head-shells, often polishing them every day. Many slimelings have an odd obsession with bones, and often adorn their shells or staves with the skulls or chitin from corpses.

Gender Ideals

It is unknown if slimelings even truly have genders, as they never refer to themselves as male or female. Despite this, ones with more masculine traits do appear slightly larger, both in stature and shell. This has no effect on their social standing, as the only thing most slimelings care about is magic.

Courtship Ideals

Due to the mystery of slimeling repoduction, it is unknown if they have a traditional sense of courtship. Slimelings do seem found of physical contact with each other, and often hug each other as a greeting.

Relationship Ideals

Slimlings are usually solitary creatures, venturing out into the world as soon as they reach adulthood, and thus often struggle forming friendships. They often apprentice themselves, either to other slimelings or to mages of other races, in order to increase their knowledge. This leaves them with a great respect for the student-master relationship, and their masters are often the only ones they will go out of their way socialize with.

Average Technological Level

Due to focusing solely on magic, many slimelings have little to no technology, but some specialize in the crafting of magical items.

Major Language Groups and Dialects

Most slimlings speak Enthos, but a majority pick up extra languages while they study magic, and can usually be found speaking Aklo, Common, Hive-dance, or Undercommon.

Common Etiquette Rules

It is unwise to enter a slimelings mound without permission and suprivision, as they often leave magical traps defending them. It is also rude to make physical contact with a slimeling without its consent, as physical contact is mostly reserved for other slimelings or ones they trust.

Common Dress Code

Slimlings have none of the traditional markings of gender, and thus wear little in the way of clothing except when warranted due to temperature. They can often be found wearing robes or other magical gear that helps increase their magical prowess.

Common Customs, Traditions and Rituals

All slimlings at some point attempt to build a mound. Such mounds can simply be a preexisting ruin that a slimeling finds and inhabits, but many utilize magic to build or reshape the earth to create their own strange structures.

Common Taboos

Slimlings view magic as just another tool, and will often utilize even dark magic in their studies, but many are wary of calling upon certian more deadly magic, such as that of the Dark Tapestry. Many view themselves as wardens of magic, studying it to keep it out of the hands of those who would misuse it.

Historical Figures

A jeweler and item crafter slimling named C'terskot lives on the outskirts of Halfpoint Village in Central Matera.

Common Myths and Legends

In the year 2222, during the Age of Strife, the conflict of the Titan Rebellion drew the attention of the Dark Tapestry gods. In the battle to defend Ygg and the world from these sinister threats, Nyarlathotep and Tsathoggua, the Dark Tapestry gods of magic, snuck through the lines of battle. Reaching the World Tree, they broke off one of its branches, and by dipping it in Tsathogguas' slime, attempted to corrupt the tree. This dark ritual instead birthed Fuulia, the very first Enthos, who glimpsed the darkness in Nyarlathotep. Instead of aiding their creators, they called out to the gods of Matera, who then drove the two sinister deities away. It is believed the Fuulia was an essential part of creating the Nightmare Realm, sealing Matera away from the forces of the Dark Tapestry. Most slimlings worship Fuulia, but some turn to Nyarlathotep and Tsathoggua as their progenitors, in the hopes of unlocking the darker secrets of magic.

Interspecies Relations and Assumptions

Due to being crafted by beings from the Dark Tapestry, slimelings are viewed mostly with distrust. Tales of angered slimelings casting dark curses with unknown magic circulate The Underrealm, causing other races to avoid them whenever possible. This has led them to being one of the least enslaved of the enthos, and the slimelings seem to prefer these rumors keeping out unwanted visitors. Slimlings live near cities often set their mounds up at the very outskirts of the area, so that they can offer magical advice and buy materials and still stay relatively obscure.

Racial Table - Slimeling: Hit Dice: D8; Class Skills: Knowledge (Arcana), Linguistics, Perception, Spellcraft, Stealth; Skill Ranks Per Level: 2 + Intelligence modifier; Simple, plus all forms of staves; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +2 +0 +0 Deep Magic, Slimy, Sturdy Shell, Vermin Empathy
2nd +1 +3 +0 +0 Studied School
3rd +2 +3 +1 +1 Vengeful Spirit
4th +3 +4 +1 +1 Studied School, +1 Intelligence, +1 Wisdom
5th +3 +4 +1 +1 Stalwart Shell
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
17 years +1d4 years (18 - 21) +1d6 years (18 - 23) +1d8 years (17 - 25)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 2 ft. 4 in. +2d6 in. (2 ft. 6 in. - 3 ft. 4 in.) 30 lbs. +(2d6 lbs.) (32 - 42 lbs.)
Female 2 ft. 2 in. +2d6 in. (2 ft. 4 in. - 3 ft. 2 in.) 25 lbs. +(2d6 lbs.) (27 - 37 lbs.)
 
Slimling Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
35 years 52 years 70 years 70 + 1d10 years (71 - 80 years)
 
Random Slimling Homelands
% Rolled Homeland Trait Gained
01-60 Subterranean Surface Stranger
61-80 Acidic Pools Walking Ward
81-93 Forest Outcast's Intuition
94-00 Unusual Homeland (Roll on Unusual Homeland table)

Random Slimling Families
% Rolled Parental Status
01-25 Both of your parents are dead
26-50 Both of your parents are alive
51-75 Only Mother is alive
76-00 Only Father is alive
Random Slimling Siblings
% Rolled # of Siblings
01-20 1d4+1 Siblings
21-40 1d3+1 Siblings
41-60 1d2+1 Siblings
61-80 1 Sibling
81-00 No siblings
Lifespan
61 - 70 years
Average Height
2 ft. 4 in. - 3 ft. 4 in.
Average Weight
27 - 42 lbs.
Average Physique
While their shell provides them with protection, the rest of a slimlings body is quite fragile, and the weight of their shell leaves them easily fatigued.
Body Tint, Colouring and Marking
Slimelings vary in color, but their damp skin is always a darker tone, usually black, grey, or green. Their shell colors can vary wildly, and covers the whole range of the rainbow.
Geographic Distribution

Slimeling

Type Vermin (Enthos)
Ability Score Modifier +2 Intelligence, +2 Wisdom, -2 Constitution. Slimelings are very studious, but lack stamina.
Size small
Speed Slimelings have a base speed of 20 feet.
Language A slimeling begins play speaking Enthos. A slimling with a high intelligence score can pick from the following languages: Aklo, Common, Hive-dance, or Undercommon.

  • Materil: Slimelings can be tied to either the Shadow or Earth Materils, and can become Shadowcallers or Earthbreakers.
  • Darkvision: Slimelings can see perfectly in the dark up to 60 feet.
  • Low-light Vision: Slimelings can see twice as far as humans in low-light condiitons.
  • Deep Magic: Slimelings gain a +2 racial bonus on caster level checks to overcome spell resistance and a +2 racial bonus on dispel checks. This bonus increases by 1 for every four hit dice beyond the 1st the slimeling possesses.
  • Slimey: Slimelings are difficult to grab, gaining a +4 bonus to their CMD against grapple checks.
  • Sturdy Shell (Ex): A slimelings shell can sometimes prevent devastating attacks. There is a 20% chance that a slimeling negates any critical hit against them. This chance increases by 5 for every four hit dice beyond the 1st the slimeling possesses, to a maximum of 45% at 17 hit dice.
  • Vermin Empathy: All enthos can utilize the Handle Animal skill on vermin creatures, despite them being mindless. An enthos spellcaster can cast spells that normally only affect animals on a vermin creature, and enthos druids can utilize wild empathy on vermin as if they were normal animals. An enthos gains a +4 racial bonus to handling vermin of a similar nature to them.
  • Studied School: Slimelings love to study magic. At 2nd and 4th racial levels, a slimeling picks one sub-school of magic. The slimeling treats their caster level as one level higher whenever casting a spell or effect from that school, and gains a +1 on saving throws against spells of that school.
  • Vengeful Spirit (Sp): Starting at 3rd racial level, a slimling can cast vengeful spirit once per day as a spell-like ability, using their total hit dice as their caster level. The save is Wisdom based
  • Stalwart Shell: At 5th racial level, a slimeling gains DR 5/adamantine

Alternate Racial Traits
  • Sturdy Shell: Some slimlings have a greater shell. They gain a +2 to either Intelligence or Wisdom, and a +2 to Constitution instead of the other score. They gain a -2 penalty to Dexterity instead. This trait alters the slimelings starting ability scores.
  • Toxic (Ex): Some slimelings exude a thick poison from their body. Any creature that grapples or hits the slimeling with an unarmed strike or natural attack must make a Fortitude save (DC 10 + 1/2 hit dice plus Intelligence or Wisdom modifier, whichever is higher) or be exposed to Slimeling poison. A creature who saves against the poison can't be affected by the poison again for 24 hours. Slimeling Poison: Contact; Frequency: 1/round for 6 rounds; effect: 1d2 Constitution damage; Save: One save. This trait replaces the slimy trait.
  • Undersight: Some slimelings have eyes that have adjusted to living in only darkness. These slimlings lack low-light vision and have darkvision of 120 feet, but have the light blindness trait. This trait alters the slimlings senses


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