Plasmoid Boss

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 42

Size
Large
Type
ooze
Alignment
any alignment
AC
11
Hit Points
82 (11d10+22)
Speed
walk 30 ft.
Saving Throws
wis +3, con +4
Skills
persuasion +4, deception +4, intimidation +4
Resistances
acid, poison
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Common
Challenge
4
STR
18
+4
DEX
12
+1
CON
14
+2
INT
14
+2
WIS
13
+1
CHA
15
+2

Traits

Proficiency Bonus

+2

Amorphous

The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple.

Hold Breath

The plasmoid can hold its breath for 1 hour.

Actions

Multiattack

The plasmoid makes three Pseudopod attacks.

Pseudopod

Melee Weapon Attack: +6 to hit (with advantage if the plasmoid has one or more allies within 10 feet of itself), reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Reactions

Uncanny Dodge

The plasmoid halves the damage that it takes from an attack that hits it. The plasmoid must be able to see the attacker.

Other data

description

Plasmoids are intelligent oozes that can alter their shape at will. Their amorphous bodies have a soft, malleable texture, and plasmoids can extrude up to five pseudopods, each one up to 5 feet long. They use their pseudopods for locomotion as well as for manipulating objects.

Every plasmoid has a mass of nerves for a brain. Plasmoids don't have internal organs as humans know them, but they have pores through which they absorb oxygen. Up to four times in its life, a plasmoid can reproduce by joining with another member of its species. After this merging, the two plasmoids separate, and one of them (determined randomly) divides in half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.

A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.

On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to boss around smaller, weaker creatures can easily end up in positions of power, surrounded by loyal underlings, sycophants, and would-be usurpers. A plasmoid boss might be the master of a guild, the leader of a criminal enterprise, the lord of a plasmoid community, or the captain of a spelljamming ship. Regardless of the roles they secure for themselves, plasmoid bosses need no small amount of charm and wit, in addition to their strength and size, to stay in power for long.