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Medium aberration (shoth), lawful neutral

Armor Class 12 (natural armor)
Hit Points 49 (11d8)
Speed 30 ft., climb 10 ft.

14 (+2) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 16 (+3)

Skills Perception +4
Damage Resistances acid, cold, fire
Senses blindsight 60 ft., passive Perception 14
Languages all, telepathy 100 ft.
Challenge 1/2 (100 XP)

Special Traits

  • Amorphous. The sooze, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.
  • Multiple Roles. Choose either the Laborer or Warrior trait.
  • Laborer. The sooze is strong and tireless. It gains immunity to exhaustion and can Dash as a bonus action 3 times each day.
  • Warrior. The sooze is trained and equipped as a warrior. Its Armor Class increases by 2. The sooze has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.


  • Oozing Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and 2 (1d4) acid damage.
  • Longsword (Warrior Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
  • Merge. A shoth who has less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature’s. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.


The sooze make up the bulk of the shoth’s armed forces. It appears vaguely humanoid with two or three appendages capable of holding weapons or tools. Its zom sits inside its head, where the strange sphere is visible through its translucent flesh.

Unquestioning. The sooze follow the instructions of the oth and droths without hesitation. They retain some of the personality traits of their former selves, but they are eager to prove themselves and embrace their status as freshly dissolved.

The Shoth

Be at peace, lose your bones, be one with the shoth.

The shoth are an aberrant race of oozing humanoids from outside the known planes. Their leader, and namesake, is a creature with god-like powers whose gelatinous body floats like a star in a distant galaxy. The shoth have no home world; instead, they wander the universe inside massive oozing vessels capable of interplanar travel. The largest of these vessels, the Dripping Palace, contains an avatar of Shoth itself.

The singular purpose of all the shoth is to dissolve willing, sentient life in great bubbling pools called zolvs. Far from being war-like and dominating, the shoth instead form close relationships with creatures, assisting those creatures in whatever way they can.

The shoth provide assistance, wisdom, riches, and guidance until the object of their attention accepts the greatest offer the shoth can make-absolute co-mingling. In this way, the shoth increase both their knowledge and their numbers. They have been known to work for a millennia or more before making the offer of the zolv.

The process of dissolving oneself in a zolv is not painful or unpleasant. The creature wades into the thick protein bath and is flooded with calm and peaceful emotions. Slowly, the creature submerges itself, and its body is dissolved, rising again as a vaguely-humanoid ooze.

The shoth follow a strict code of laws recorded in magical spheres called zoms. Each shoth carries its own zom, to which it telepathically refers often. Only the shoth can fully understand the zom’s sigils and sounds, though magic such as the comprehend languages spell gives the caster some measure of understanding. The laws of Shoth are actually the collected wisdom of all the disparate sentient species who have been dissolved over the aeons.

The shoth divide themselves into different castes according to their age. Newly dissolved shoth are called soozes, while shoth who have persisted a century or more earn the title oth.

These elders serve as generals in the shoth armies or as scholarly wizards who pursue magical knowledge to add to the collective.

The few who live for 500 years or more become droths. These massive piles of ooze no longer appear humanoid, instead looking like smaller versions of Shoth itself. Droths are required for the creation of zolvs and, therefore, are usually the last to arrive to a world.

Trustworthy. The shoth are true to their word. They are interested in gaining the trust of others and do not employ trickery, deception, or intimidation to obtain it. Once the shoth have targeted a creature or group for dissolution, they are true friends and allies.

Never by Force. Though the shoth have many laws recorded in the zoms, the overarching law states that creatures must agree to be dissolved without force or coercion. The zolv is the last step in the relationship, and it is never offered before the shoth are confident the creature will accept.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.