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Paraelemental Plane of Ooze

I've compiled a few 3rd and 3.5 about the para-elemental ooze and made some up based off what was published in various cannon resources. Things like native ooze creatures, gelatinous templates, ooze elementals, ooze weirds, but I've never seen or considered a 'genasi' from the plane. Ooze stuff is basically earth and water with a native lean towards acidic damage types and resistances. The genasi as a adaptable race are pretty shallow in complexity. I imagine it'd be pretty easy for you to custom-create them for your world.
Here's an ooze genasi, an exception to the rule that they are low charisma
The appearance of an ooze genasi can vary, but all have a slimy outer skin and they tend to have soft, fleshy, drooping bodies. Some have skin tones of rich, deep brown, while others are a sallow pale yellow, green or greenish-yellow. They may exude a faint smell of warm earth. Often, their eyes are the same color or similar to their skin tone, and their hair -- if they have it -- is usually black or brown with an oily sheen. Sometimes their “hair” is merely an extension of their slime-coated bodies. Their bodies are abnormally flexible, capable of squeezing through crevices that would appear too tight for them to fit.

Dwellers in the Mud are expressive beings, both proud of their self-reliance and bitter at their lot in life. They are most often neutral, but have a sight tendency toward evil. Whether they are broody or dramatic, an ooze genasi wears their heart on their sleeve. Many become over-confident overachievers. They push themselves to the limit, and more, just to prove their worth.

Ooze genasi can breathe both air and water, swim very quickly, and even survive in murky, sludge-filled environments. Many ooze genasi prefer to sleep completely submerged in pits of mud or silt. Once per day they can create a 3 foot deep mud pit in the ground. They are resistant to acid, and earth and water-based magic, and the coating of slime on their skin gives them an advantage in escaping any grapple or restraint.
 
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Well, this is a necro'd thread, but as long as it's here:

Can anyone direct me to where I can find 3.X information regarding inhabitants of the paraelemental plane of ooze?
Ooze was only a plane from 1987 to 2000, from the publication of the 1e Manual of the Planes through the end of 2nd edition. There's no 3rd edition info on the plane because there was no such plane in 3.x. (The first book to include paraelemental planes was the 1e book Deities & Demigods in 1980, but it put a Plane of Vapor at the meeting of between Earth and Water. Come 3rd edition, the paraelemental planes were eliminated.)
In particular, has there ever been an official genie race of that plane?
There never were, to the best of my knowledge, any official para-elemental genies at any point in the 13 years where there was an official Paraelemental Plane of Ooze. Some might have showed up in some obscure corner somewhere in 2e (that edition had a lot of product), but they certainly aren't mentioned in any of the three Planescape Monstrous Compendium appendicies, nor in the 1998 Planescape book The Inner Planes.
 



There was something called a makhluqtin (spelling?) from a 3e source that I cannot recall. Here are my 5e conversion notes...


The makhluqtin are rare obese genies hailing from the Swamp of Oblivion (also called the Plane of Ooze) where the Planes of Earth and Water meet. Among the dao they are viewed as a lesser caste, while arcane lore maintains they are a crossbreed of dao and marid. Enigmatic and mutable creatures, the makhluqtin vehemently deny these claims, while at the same time spreading rumors of their own.

Makhluqtin use the same stats as a dao, with the following changes: they are Neutral, amphibious, and have the Disguises trait (see MM p. 144). Though they lack petrification immunity, they are immune to acid damage. Additionally, makhluqtin have different spells than the typical dao and gain the Ooze Mastery trait.

Innate Spellcasting. The makhluqtin’s innate spellcasting ability is Charisma (save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At-will: detect evil and good, detect magic, shape water (EE), stone shape
3/day each: move earth, tongues, water breathing, water walk
1/day each: conjure elemental (earth only), gaseous form, invisibility, plane shift, shatter, transmute rock (EE)

Ooze Mastery. Oozes will never attack the makhluqtin of their own volition, and the makhluqtin is immune to green slimes and other hazardous slimes, molds, and fungi.
 


There's no 3rd edition info on the plane because there was no such plane in 3.x.
That's almost true. The Stink, an adventure from Dungeon #105 (December 2003), includes both a portal to the Paraelemental Plane of Ooze and stats for medium ooze paraelementals. A Gathering of Winds in Dungeon #129 (December 2005) also references the Para-elemental Plane of Ooze (and Bwimb) when describing an encounter with an elder black pudding.
 

The para-elemental genasi appeared in Dragon Magazine #297.

My own version of the elemental and paraelemental planes are they are interlinked "bubles" within the elemental limbo. For example within the water plane zone 1 would be the oceans from "planet A", and you can go to the zone 2, the ocean from the planet B, but also you can go to the "other side of the mirror", the oceans from planet A. The earth plane would be like a "patch-world" and the elemental version of the feywild/shadowfell from the undedark zones within the cosmic objects within the the elemental limbo. Then the ice paralemental plane would be like a third "spirit realm" of the ice dessert or polar regions.
 

As a suggestion - in the 1980s I dispatched with the complexity of all of this stuff and I replaced the Elemental Planes and Paraelemental Planes with one Elemental Plane - and it works incredibly well. It is a night infinite expanse of pockets of different element types, with transition zones where the types mix. The City of Brass is located at a juncture of fire, earth, air and water, with the City Built on a Burning Landscape of Magma and Rock that overlooks a massive pocket of air.

There is no reason to make these separate planes that I have ever discovered, and simplifying this down to one plane makes a lot of things easier.
 

One Planescape source mentioned a mind flayer fortress hidden within an impenetrable shell buried in the Plane of Ooze called Yuhnmoag. I don't think it was ever elaborated upon beyond that, but seeing as mind flayers can plane shift a party could try to follow them to this illithid oasis hidden in the muck.

I saw there was a mention of Bwimb earlier, but as far as I recall Bwimb was killed by Orcus (for some reason) and a female successor simply called Bwimb II took over after rising from her father's remains.
 
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