# Bexling

Sometimes called oozelings or gelfolk by other races, these once-ooze creatures, like some other Spark-kin races, awakened on the brink of the Great Spark.

### A Primal Guilt

Bexling are actually created from Oblex, memory-stealing oozes from the Underdark, but unlike Unseen and Deathless, they were not bestowed intelligence, they were already intelligent, but only existed to hunt. The Great Spark bestowed them a conscience and severed their connection to the ilithids that created them.

Some Bexling are upset and guilty of all the heinous acts they have committed and seek redemption by doing good deeds, even seeking out the victim's old families and trying to make amends. Though there are others that remember their past sins and revel in them. Causing more misery with their new forms.

### "True" Forms

Bexlings can change their shape, but they have a preferred "true" form, the one whose memories they devoured and who they took shape after when the Great Spark happened. Some Bexlings cling to their true form as their way of trying to redeem and preserve the memory of those that they have killed.

Though some Bexlings perform a rite where they shed their "true form" as a form of burial for the dead creature's identity. They can still take the form again, but opt not to.

When Bexlings don't have a humanoid form, they mostly look like oozes that come in different colors, molded in the shape of a humanoid.

### Evolutionary Leap

Though they were made from Oblex, Bexlings have regained their ancient ooze nature and as such do not need to only subsist of of memories to survive, though they still need food with sustenance to dissolve. Though they still retain their sulphorous smell, they have gained sight that is unheard of for ooze creatures, as well as a means of reproduction. Two Bexlings can merge with one another, and after a short period of gestation, the Bexlings separate and create a smaller one.

Young Bexlings do not have "true" forms, but will eventually grow to look more humanoid, but less convincingly humanoid as their parents, looking more like true oozes with a humanoid appearance.

Bexling communities prefer to live underground or in other dark places. They are, perhaps unsurprisingly, comprised of very intelligent people, and as such have created massive underground cities.

These cities are usually governed by a group of older Bexlings serving as a council and passing laws. Bexling cities are sometimes mistaken as regular cities with a diversity of races, but with a vaguely sulfuric smell.

### Traits
Your people have traits inherent to them.

***Ability Score Increase*** Your Constitution score increases by 2, and either your Intelligence or Charisma increases by 1.

***Age*** Bexlings reach maturity at around 15, but live to be around 200. Bexlings do not inherently appear older, but most choose to make their forms age as they grow older.

***Alignment*** Most Bexlings want redemption and so lean toward good, but those that lean toward evil are also present and dangerous.

***Size*** Bexlings vary in size, but are generally around 4-6 feet tall. Your size is medium

***Speed*** Your base walking speed is 30 feet.

***Type*** You are an ooze instead of a humanoid.

***Ooze Nature*** You do not need to sleep. To gain the benefits of a long rest, you can do light activity for 8 hours such as reading or eating.

***Darkvision*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

***Amorphous*** While not wearing armor, and not wielding two-handed weapons, you can move through spaces as narrow as 4 inches without squeezing.

***Memory Heist*** Touch a creature that is not an undead or plant, if they are unwiling, you must make an intelligence contest against them. If you succeed, you deal 2d4 Psychic damage and take 3 general memories or 1 secret from them. Success or failure, the target knows that you tried to magically fiddle with their minds. The target does not lose their memories even on a success. Willing creatures instead take 1 Psychic damage. Once you use this trait, you cannot use it again until you finish a long rest.

***Shapeshift*** As an action, you can change your appearance to that of a creature which you have taken memories from, but retain your game statistics and equipment. You may only change forms to a creature of a similar basic shape as you, you cannot appear as a quadruped for instance. You can gain additional appendages but they do not enable you to use them as effectively as a member of that race if at all. For instance, changing shape to an Aarakocra will give you its wings, but not flight.

***Aversion to Fire*** When you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.

***Mindshield*** You have resistance to Psychic damage. Additionally, you have advantage on Intelligence and Wisdom saving throws and on Intelligence checks made to defend yourself.

***Languages*** You can read, write, and speak Common and one other language of your choice.