b'Hetzuud Void Sorcerer \n'b'  Medium   ooze ,  neutral evil  \n'b'  Armor Class  15 ( mage armor )  Hit Points  171 (18d8 +27)  Speed  30 ft.\n'b' STATS STR: 9 (-1) DEX:  14 (+2)  CON:  20 (+5)  INT:  17 (+3)  WIS:  12 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +6,  Wis  +4  Skills   Arcana  +6,  History  +6  Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  prone   Senses  blindsight 60 ft., passive  Perception  11  Languages  Common, Hetzuud (tactile), Utari  Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Hetzuud Qualities . The voidcaster has all the qualities of a normal hetzuud. Silent Void. The voidcaster can cast spells without using verbal components. In addition, when the voidcaster scores a critical hit with a spell or when an enemy fails a save against one of the voidcaster\xe2\x80\x99s spells, that enemy is shrouded in  silence  for 1 round. This functions as the  silence  spell but affects only the target creature(s) and does not affect an area. \n'b'  Spellcasting . The voidcaster is a 9th-level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 15, +7 to hit with spell attacks). The voidcaster has the following  wizard  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) : fire bolt,  light ,  mage hand ,  prestidigitation  \n'b'  1st level (4 slots) :  detect magic ,  mage armor ,  magic missile ,  shield  \n'b'  2nd level (3 slots) :  misty step ,  scorching ray  \n'b'  3rd level (3 slots) :  fireball ,  haste ,  lightning bolt  \n'b'  4th level (3 slots) :  wall of fire ,  ice storm  \n'b'  5th level (1 slot) :  cone of cold  \n'b'\n'b'  Voidwalker . The voidcaster does not need to breathe and reduces damage from cold, fire, or radiation effects by 5 points. In addition, in zero-gravity environments a voidcaster can use its fire bolt cantrip to provide accelerate or decelerate; each fire bolt increases or decreases its speed by 10 feet, up to a maximum of 60 feet. \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 9 (2d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A nefarious race of sentient predatory oozes, hetzuud gained notoriety as spies and infiltrators capable of altering their shape and density to interact with almost any environment. They excel at mimicking other creatures and objects by modifying their texture and coloration. Multiple hetzuud can also merge into deadlier, greater-sized oozes with dangerous combat abilities, controlling multiple pseudopods with deadly effect. \n'b' An adult hetzuud weighs around 200 pounds and can squeeze itself into 4 cubic feet, or a 1-foot-radius sphere. \n'b' Hetzuud maintain a culture of collective development and expansion rather than individual rights. This stems from the natural instinct to merge together for mutual protection. They prove inherently amoral, regarding other species as rivals to dominate. Hetzuud place great emphasis on contributing to their overall society, and hetzuud who champion individualism serve little purpose, leading their peers to inevitably shun, exile, or destroy them. \n'b' Procreation of a new hetzuud brood can occur between two or more individuals. They must remain merged during the incubation process, which takes eight hours. Afterward, a newborn hetzuud separates from its parents and takes 2 years to mature. To produce viable offspring, hetzuud must ensure considerable genetic diversity between participating parents and they can sense by touch if another member of their species would make a suitable mate. Producing more than one offspring per merge is considered taboo. \n'b' Hetzuuds have little parental instinct or loyalty beyond their natural impulse to preserve their race. They place their young in caves or enclosed areas safe from other predators, and then leave them to grow and mature unattended, feeding on whatever sustenance they can acquire. Elder hetzuud reclaim their young after they learn to mimic other creatures and objects, training them as workers, retainers, or soldiers. After a period of indentured servitude to pay for such training, young hetzuud eventually seek their own fortune, but always in close alliance with the collective society. \n'b' The governing leadership of hetzuud enclaves inevitably consists of long-lived elders grown to Huge size. They store and process information collected from other species and civilizations in an attempt to use such knowledge for the betterment of hetzuud society. When a momentous decision concerns the entire race, these elders merge together in an extremely rare act. The last such convocation occurred when the hetzuud decided to join the Ultari Hegemony. \n'b' A silvery puddle-like blob of malleable goo transforms into a new shape, its surface rapidly taking on detailed textures and color.'