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Hedoro, Chemical Slime (25 RP)

When the first young man found himself unfortunately transformed into a hedoro, it was largely believed to be an accident. Later, it was learned that whatever waste was created from the decomposition of magical creatures was the true cause, and every effort was made to prevent more people from becoming chemical slimes.

The efforts were in vain, however, because the magic had already begun to seep into the water tables. While it was determined not to always have a negative effect, the occasional student, mother, or coworker does suddenly call in to advise that they too have become hedoro.

Standard Racial Traits

Hedoro usually have the following racial traits.

  • Ability Score Modifiers (5 points): If not for their size, hedoro would be strong and tough, if sometimes lacking in common sense. They gain +2 Dexterity, +4 Constitution, –2 Wisdom.
  • Type (3 points): Hedoro are aberrations.
  • Tiny (4 points): As Tiny creatures, hedoro gain a +2 size bonus to AC and attacks and a +8 size bonus on Stealth checks, but suffer a –2 penalty to CMB and CMD. A hedoro takes up a space of 2-1/2 feet x 2-1/2 feet, allowing it to share its space with up to 3 other tiny creatures.
  • Amorphous: A hedoro can squeeze into spaces 3 inches wide or larger, but it cannot bring any equipment with it. In addition, a hedoro’s amorphous form prevents it from wearing armor of any kind, but does grant it Damage Reduction 2/bludgeoning.
  • Base Speed (–1 point): Hedoro have a base speed of 20 feet.
  • Languages: Hedoro speak the common language of their world + 1 other language of their choice.

Magical Racial Traits

  • Chemical Augury (6 points): When a hedoro witnesses another creature cast a 2nd-level or lower spell or use an extraordinary, spell-like, or supernatural ability, it can use a standard action within 1 minute to alter the chemicals in its body to learn how to mimic that ability temporarily. The effective spell level of the ability gained is equal to a spell of the same name, or half the Hit Dice of the creature using it (minimum 1, maximum 2) if no such spell exists. If the equivalent spell exists at different levels, the hedoro uses the highest level at which it could be gained.

Once per day, an ability learned with chemical augury can be cast by the hedoro as a spell of the same level and uses the hedoro’s Constitution modifier in place of another (grit, for example, normally uses Wisdom). Constant abilities last a number of hours equal to the hedoro’s total Hit Dice (minimum 1). Abilities with no spell equivalent are mimicked exactly as they were used, except that any save DCs are replaced by 10 + 1/2 the hedoro’s total Hit Dice + its Constitution modifier.

A hedoro can learn one ability + one additional ability at Hit Dice (rank 4) and every 3 ranks of Hit Dice gained thereafter (up to its Constitution modifier). If it learns a new ability, the hedoro must choose another to remove at the same time.

Movement Racial Traits

  • Climb (2 points): A hedoro has a climb speed of 20 feet and a +8 racial bonus on Climb checks.

Offense Racial Traits

  • Tentacles (2 points): A hedoro has 2 secondary tentacle attacks with 5-ft. reach that each deal 1d2 + 1/2 its Strength modifier damage (any penalty in Strength is added in full instead). The hedoro can use these tentacles like any other creature would use hands, allowing it to wield Tiny weapons and threaten a 5-ft. space around the hedoro.

Senses Racial Traits

  • All-Around-Vision(4 points): A hedoro’s slime-like form grants it a +4 racial bonus on Perception checks and makes it immune to flanking.
  • Darkvision (- points): A hedoro gains darkvision out to 60 feet.
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