Sticky Slime. Your slime holds you onto whatever surface you walk on, including ceilings. You don't need to do an ability check to climb. You have a climbing speed equal to your walking speed, and you can ignore difficult terrain caused by environmental conditions unless it is magical in nature (such as webbing, rocks, stairs, etc.). Unless you are incapacitated, you have advantage on saving throws against being moved or knocked prone.
Slime Coat. Your body is covered in a thin veil of slime. You have advantage on any roll to resist or break free of a grapple.
Tradition. Your family has a centuries-old tradition that you were taught to follow whether or not you wish to. You gain proficiency with any one weapon or tool other than a vehicle of your choice. You also have proficiency in Wisdom (survival) checks when identifying plants and finding water.
Hard Shell. You have natural armor equivalent to 8 + your proficiency score + your constitution score. Used to carrying that thick shell, you count as a large creature when calculating carrying capacity.
Withdrawn. As a bonus action, you can withdraw entirely within your shell. You have an AC equal to 12 + proficiency score + your Constitution modifier. While withdrawn, you cannot move, can only re-emerge from your shell as a bonus action and you only take half damage from non magical sources (rounded up) while within the shell. Lishilb Ishilb (Slug variant) Usually longer and more nimble than their shelled relatives
Extra Slimy. Your body produces a lot more slime than other ishilb. If you are hit with a non-magical weapon or projectile you can use your reaction to trap said weapon within your slime, reducing the damage inflicted by it by 1d4 piercing, slashing or bludgeoning damage (your choice). This effect can also be triggered if damaged outside of combat. You can hold up to 1 object this way and you can't use reactions until you are no longer holding any object in your slime. You can freely pick up this object from your slime (no action required), but any other creature must use its action to do a Strength saving