Myxin are living oozes that have developed individual consciousness and a measure of stability, allowing them to walk, speak, and learn alongside other mortal races. Rather than mere amorphous blobs, each Myxin forms a roughly humanoid silhouette of translucent or semi-translucent slime, with a small, denser "core" that helps maintain cohesion. Their voices resonate in burbling, melodic undertones, with subtle color ripples across their bodies that reflect mood and health.
Scholars believe Myxin emerged from arcane experiments or the slow accumulation of magical energies in deep caverns. Over ages, these evolved slimes found a knack for empathy and self-awareness, quickly adapting to the surface world. Though their appearance can be unsettling, Myxin often prove invaluable as tenacious explorers, adaptable problem-solvers, and curious allies who forge strong bonds with other species.
A Myxin's shape typically resembles a slender humanoid about 4 to 6 feet in height, though exact proportions vary. Their entire "skin" is composed of semi-fluid slime that can shift consistency at will -- solidifying enough to form rudimentary fingers or softening to ooze through narrow gaps. Within their chest or abdomen area, a denser "core" shifts color in response to emotion, pulsing gently like a heart. Myxin cannot grow hair, but many decorate themselves with embedded trinkets, swirling color patterns, or protective garments tailored to their pliable forms.
Physically, Myxin lack internal bones, though their cohesive slime body supports typical upright posture. Equipment designed for humanoids -- armor, boots, gloves -- can be worn, but often requires some modification, such as loosely-fitted pieces or specialized harnesses. Myxin bodies do not perspire; instead, they maintain their moisture by absorbing humidity or imbibing small quantities of water when needed.
Myxin cultures vary based on how they first gained sentience. In remote cavern networks, large clusters might gather around natural water sources and luminescent fungi. There, they develop communal rituals emphasizing knowledge-sharing and the harmony of living forms. In surface cities, many Myxin gravitate toward professions where their unique physiology shines -- such as infiltration experts, arcane assistants, or specialized healers who can endure toxins and hazards.
Emotional expression among Myxin relies on subtle color changes or fluid motions in their limbs. Trust and empathy come naturally to them, but they also have an innate curiosity about the experiences of solid-bodied races. This fascination sometimes leads them into political intrigues, scholarly pursuits, or pilgrimages to holy sites. Whether wandering with an adventuring party or quietly studying ancient ruins, Myxin approach new challenges with patient absorption and an eagerness to learn.
Myxin have two biological genders, male and female. Every Myxin may will naturally shift between them over time. By altering the internal flow of their semi-liquid essence or drawing upon learned mental techniques, each Myxin can consciously trigger a phase change at will.
During a male phase, a Myxin might choose names like "Nalrox" or "Halven", favoring bold consonants or sharper inflections that mirror a robust masculine presence. Conversely, when embracing a female phase, the same individual could adopt names such as "Shalnira" or "Valsha", emphasizing softer syllables and melodic endings. While these linguistic cues help Myxin integrate with societies that expect gender distinctions, each Myxin's true identity remains fluid, reflecting the adaptable nature of their unique physiology.
You may visit the Book of Names for Myxin to see an unlimited variety of appropriately themed names.
If you are playing with species or racial-based ability score modifiers, your Constitution score increases by 2, and your Intelligence score increases by 1.
You are an Ooze, rather than a Humanoid. However, you can still wield gear and act in most ways like a bipedal adventurer.
Myxin coalesce into sapient forms within a year of their formation. Once stable, they can exist for over a century, though many "evaporate" or split after enduring severe trauma or magical disturbance.
Your shape hovers between 4 and 6 feet tall, with mass roughly comparable to a human. Your size is Medium.
Your base walking speed is 30 feet.
You can manipulate objects, wear clothing or armor, and wield normal weapons and tools. Heavy or restrictive pieces of equipment may require loose-fitting designs. When required, your limbs can slightly reshape to accommodate unusual grips or angles.
You can speak, read, and write Common and one additional language of your choice (for instance, Primordial if you hail from deep aquifers, or Undercommon if you've traveled the Underdark). Your speech is bubbly and resonant, punctuated by subtle vibrations in your core.
You can move through a space as narrow as 4 inches wide without squeezing, provided you remove or stow any rigid equipment. If you do this as part of your movement in combat, your speed is halved until the start of your next turn. Plate Mail or similar armor that is not flexible enough may prevent you from using this feature.
You can harmlessly "absorb" one Tiny object (e.g., a dagger, potion, or coin pouch) into your body. Stowing or retrieving this item is an action. Items heavier than five pounds or larger than one foot long cannot be absorbed.
Careful inspection of your person can reveal the object with a DC check of 10 + your proficiency bonus.
You retain a small nucleus that stabilizes your shape. Effects that exclusively target Humanoids (for example, Hold Person) may still affect you, depending on the spell's wording and your GM's ruling. Otherwise, you count as an Ooze for the purpose of spell or effect interactions.
Your color shifts subtly with strong emotions -- blue-hued sadness, greenish curiosity, warm pink empathy, etc. Other creatures can learn to read your mood if they spend time with you.
When you speak, you can produce soft, resonant hums that create a gentle lullaby-like effect. This has no magical power, but can serve as a pleasant background noise or a focus for meditative moments. Many Myxin bards incorporate these hums into their performances.
If you choose, you can leave a faint, harmless residue of slime behind on objects you touch -- like a personal mark or signature. It evaporates after 1 hour and has no special properties beyond mild curiosity value.
Myxin typically reveal their friendly intentions by performing small helpful tasks -- like filtering water or safely dissolving minor debris. Over time, craftspeople may develop gear tailored to their semi-fluid bodies. In bustling city life, Myxin often work alongside healers, alchemists, or librarians (preventing fragile tomes from mold or acid-based dangers), gradually earning trust and even forging lifelong bonds.
Many Myxin prefer roles emphasizing versatility and resilience. They might become rogues able to slip through bars, fighters who can shrug off toxins, or wizards fascinated by transmutation. Their ooze-like nature helps them adapt to a range of hazards -- acid pools, toxic gases, or narrow tunnels. True acceptance from wary allies, however, usually hinges on demonstrating empathy and reliability, revealing that beneath the translucent exterior lies a thoughtful, conscientious mind.
Myxin are drawn to cooperation and curiosity, tending toward neutral or good alignments. Those who encounter hostility or exploitation in their early years may adopt a more guarded stance, yet rarely turn cruel without cause.