Oth are soozes that have lived at least 100 years. The oth command the soozes and pilot the strange oozing ships which carry the shoth from world to world. Oths take their orders from droths and negotiate with the creatures of a world. Their magic and natural charm help them to lead a creature, people, or species to the zolvs. Oths are large humanoids with four appendages, and they wear hooded cloaks. Their zoms are stored inside their chest and pulse rhythmically like a mortal heart.

Friendly. Oths are charismatic and friendly creatures, despite their oozing appearance. They have excellent senses of humor and can get along with nearly everyone. They sincerely want what is in the best interests of their allies. However, they work tirelessly to move their allies towards being dissolved since they see it as the best way of achieving ultimate kinship for all living creatures.


Large aberration (shoth), lawful neutral
Armor Class 15 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 30 ft., climb 10 ft.
16 (+3) 10 (+0) 16 (+3) 11 (+0) 14 (+2) 18 (+4)

Skills Arcana +3, Perception +5, Persuasion +7, Religion +3
Damage Resistances acid, cold, fire
Senses blindsight 60 ft., passive Perception 15
Languages all, telepathy 100 ft.
Challenge 5 (1,800 XP)

Amorphous. The oth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.

Multiple Roles. Choose either the Dripping Arcanist or Paladin of Shoth trait.

  • Dripping Arcanist. The oth’s innate spellcasting ability is Charisma (spell casting DC 15, +7 to hit with spell attacks). It may cast the following spells innately, requiring only verbal components:
    Cantrip (at will): fire bolt (2d10), light, thaumaturgy
    3/day each: command, mage armor, magic missile
    2/day each: augury, detect thoughts
    1/day: fireball
  • Paladin of Shoth. The oth derives its power from Shoth itself, its zom shining with sacred light. Its Armor Class increases by 2. A non-shoth creature that starts its turn within 5 feet of the oth must succeed on a DC 15 Charisma saving throw or be blinded by the light of Shoth until the end of its turn.


Multiattack. The oth makes two oozing slam attacks or one oozing slam and one greatsword attack.

Oozing Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and 2 (1d4) acid damage.

Greatsword (Paladin of Shoth Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) slashing damage.

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.

Spray (Recharge 6). The oth sprays acid in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

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