Phase Change Image

Can turn into a gas, plasma, liquid.

Lasts for 1d10 rounds, or until Entropy decides to change back.

Can do this twice per long rest.

GAS

Boon

Can move around anywhere  —  through the smallest of cracks, etc. 

Can not be harmed (but can be contained).

Bane

Can’t wield things. Can’t cast spells.

Density

Can’t control density. Roll 1d12:

1 to 5: heavier than air

6 to 7: same density as air

8 to 12: lighter than air

Liquid

The liquid always regenerates from separation.

Boon

Can asphyxiate someone  —  Con save, DC of 10 + Entropy’s Dex Bonus + Entropy’s Proficiency bonus (currently 14). On a failed save, the target passes out for 1D6 rounds. When Entropy makes this attack, he has to make a DC 12 Dex Save or suffer 1D4 damage.

Can breathe and move in water  —  speed is up to ½ flying speed (relative to speed of water).

Bane

On land, Entropy can’t move uphill.

Plasma

Glows, and is extremely hot.

Boon

Unarmed attacks do an extra 1d6 fire damage. Entropy is resistant to bludgeoning, piercing, and slashing damage. Non-magic weapons used to attack Entropy have a 20% chance of disintegrating each time they strike him.

Bane

After assuming this state, Entropy supercools for ½ as many rounds as he was in the plasma state. While supercooled, he is unable to move or attack. In this state, he is still resistant to bludgeoning, piercing, and slashing damage.

Phase Change Image

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